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SubscribeEncoding Multi-level Dynamics in Effect Heterogeneity Estimation
Earth Observation (EO) data are increasingly used in policy analysis by enabling granular estimation of treatment effects. However, a challenge in EO-based causal inference lies in balancing the trade-off between capturing fine-grained individual heterogeneity and broader contextual information. This paper introduces Multi-scale Concatenation, a family of composable procedures that transform arbitrary single-scale CATE estimation algorithms into multi-scale algorithms. We benchmark the performance of Multi-scale Concatenation on a CATE estimation pipeline combining Vision Transformer (ViT) models fine-tuned on satellite images to encode images of different scales with Causal Forests to obtain the final CATE estimate. We first perform simulation studies, showing how a multi-scale approach captures multi-level dynamics that single-scale ViT models fail to capture. We then apply the multi-scale method to two randomized controlled trials (RCTs) conducted in Peru and Uganda using Landsat satellite imagery. In the RCT analysis, the Rank Average Treatment Effect Ratio (RATE Ratio) measure is employed to assess performance without ground truth individual treatment effects. Results indicate that Multi-scale Concatenation improves the performance of deep learning models in EO-based CATE estimation without the complexity of designing new multi-scale architectures for a specific use case.
Strivec: Sparse Tri-Vector Radiance Fields
We propose Strivec, a novel neural representation that models a 3D scene as a radiance field with sparsely distributed and compactly factorized local tensor feature grids. Our approach leverages tensor decomposition, following the recent work TensoRF, to model the tensor grids. In contrast to TensoRF which uses a global tensor and focuses on their vector-matrix decomposition, we propose to utilize a cloud of local tensors and apply the classic CANDECOMP/PARAFAC (CP) decomposition to factorize each tensor into triple vectors that express local feature distributions along spatial axes and compactly encode a local neural field. We also apply multi-scale tensor grids to discover the geometry and appearance commonalities and exploit spatial coherence with the tri-vector factorization at multiple local scales. The final radiance field properties are regressed by aggregating neural features from multiple local tensors across all scales. Our tri-vector tensors are sparsely distributed around the actual scene surface, discovered by a fast coarse reconstruction, leveraging the sparsity of a 3D scene. We demonstrate that our model can achieve better rendering quality while using significantly fewer parameters than previous methods, including TensoRF and Instant-NGP.
Cross-D Conv: Cross-Dimensional Transferable Knowledge Base via Fourier Shifting Operation
In biomedical imaging analysis, the dichotomy between 2D and 3D data presents a significant challenge. While 3D volumes offer superior real-world applicability, they are less available for each modality and not easy to train in large scale, whereas 2D samples are abundant but less comprehensive. This paper introduces the Cross-D Conv operation, a novel approach that bridges the dimensional gap by learning the phase shifting in the Fourier domain. Our method enables seamless weight transfer between 2D and 3D convolution operations, effectively facilitating cross-dimensional learning. The proposed architecture leverages the abundance of 2D training data to enhance 3D model performance, offering a practical solution to the multimodal data scarcity challenge in 3D medical model pretraining. Experimental validation on the RadImagenet (2D) and multimodal (3D) sets demonstrates that our approach achieves comparable or superior performance in feature quality assessment comparable to conventional methods. The enhanced convolution operation presents new opportunities for developing efficient classification and segmentation models in medical imaging. This work represents an advancement in cross-dimensional and multi-modal medical image analysis, offering a robust framework for utilizing 2D priors in 3D model pretraining or vice versa while maintaining computational efficiency.
Conditionally Strongly Log-Concave Generative Models
There is a growing gap between the impressive results of deep image generative models and classical algorithms that offer theoretical guarantees. The former suffer from mode collapse or memorization issues, limiting their application to scientific data. The latter require restrictive assumptions such as log-concavity to escape the curse of dimensionality. We partially bridge this gap by introducing conditionally strongly log-concave (CSLC) models, which factorize the data distribution into a product of conditional probability distributions that are strongly log-concave. This factorization is obtained with orthogonal projectors adapted to the data distribution. It leads to efficient parameter estimation and sampling algorithms, with theoretical guarantees, although the data distribution is not globally log-concave. We show that several challenging multiscale processes are conditionally log-concave using wavelet packet orthogonal projectors. Numerical results are shown for physical fields such as the varphi^4 model and weak lensing convergence maps with higher resolution than in previous works.
Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representation
Recent advancements in dynamic 3D scene reconstruction have shown promising results, enabling high-fidelity 3D novel view synthesis with improved temporal consistency. Among these, 4D Gaussian Splatting (4DGS) has emerged as an appealing approach due to its ability to model high-fidelity spatial and temporal variations. However, existing methods suffer from substantial computational and memory overhead due to the redundant allocation of 4D Gaussians to static regions, which can also degrade image quality. In this work, we introduce hybrid 3D-4D Gaussian Splatting (3D-4DGS), a novel framework that adaptively represents static regions with 3D Gaussians while reserving 4D Gaussians for dynamic elements. Our method begins with a fully 4D Gaussian representation and iteratively converts temporally invariant Gaussians into 3D, significantly reducing the number of parameters and improving computational efficiency. Meanwhile, dynamic Gaussians retain their full 4D representation, capturing complex motions with high fidelity. Our approach achieves significantly faster training times compared to baseline 4D Gaussian Splatting methods while maintaining or improving the visual quality.
Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
Reconstructing dynamic 3D scenes from 2D images and generating diverse views over time is challenging due to scene complexity and temporal dynamics. Despite advancements in neural implicit models, limitations persist: (i) Inadequate Scene Structure: Existing methods struggle to reveal the spatial and temporal structure of dynamic scenes from directly learning the complex 6D plenoptic function. (ii) Scaling Deformation Modeling: Explicitly modeling scene element deformation becomes impractical for complex dynamics. To address these issues, we consider the spacetime as an entirety and propose to approximate the underlying spatio-temporal 4D volume of a dynamic scene by optimizing a collection of 4D primitives, with explicit geometry and appearance modeling. Learning to optimize the 4D primitives enables us to synthesize novel views at any desired time with our tailored rendering routine. Our model is conceptually simple, consisting of a 4D Gaussian parameterized by anisotropic ellipses that can rotate arbitrarily in space and time, as well as view-dependent and time-evolved appearance represented by the coefficient of 4D spherindrical harmonics. This approach offers simplicity, flexibility for variable-length video and end-to-end training, and efficient real-time rendering, making it suitable for capturing complex dynamic scene motions. Experiments across various benchmarks, including monocular and multi-view scenarios, demonstrate our 4DGS model's superior visual quality and efficiency.
FouriScale: A Frequency Perspective on Training-Free High-Resolution Image Synthesis
In this study, we delve into the generation of high-resolution images from pre-trained diffusion models, addressing persistent challenges, such as repetitive patterns and structural distortions, that emerge when models are applied beyond their trained resolutions. To address this issue, we introduce an innovative, training-free approach FouriScale from the perspective of frequency domain analysis. We replace the original convolutional layers in pre-trained diffusion models by incorporating a dilation technique along with a low-pass operation, intending to achieve structural consistency and scale consistency across resolutions, respectively. Further enhanced by a padding-then-crop strategy, our method can flexibly handle text-to-image generation of various aspect ratios. By using the FouriScale as guidance, our method successfully balances the structural integrity and fidelity of generated images, achieving an astonishing capacity of arbitrary-size, high-resolution, and high-quality generation. With its simplicity and compatibility, our method can provide valuable insights for future explorations into the synthesis of ultra-high-resolution images. The code will be released at https://github.com/LeonHLJ/FouriScale.
VideoClick: Video Object Segmentation with a Single Click
Annotating videos with object segmentation masks typically involves a two stage procedure of drawing polygons per object instance for all the frames and then linking them through time. While simple, this is a very tedious, time consuming and expensive process, making the creation of accurate annotations at scale only possible for well-funded labs. What if we were able to segment an object in the full video with only a single click? This will enable video segmentation at scale with a very low budget opening the door to many applications. Towards this goal, in this paper we propose a bottom up approach where given a single click for each object in a video, we obtain the segmentation masks of these objects in the full video. In particular, we construct a correlation volume that assigns each pixel in a target frame to either one of the objects in the reference frame or the background. We then refine this correlation volume via a recurrent attention module and decode the final segmentation. To evaluate the performance, we label the popular and challenging Cityscapes dataset with video object segmentations. Results on this new CityscapesVideo dataset show that our approach outperforms all the baselines in this challenging setting.
WonderZoom: Multi-Scale 3D World Generation
We present WonderZoom, a novel approach to generating 3D scenes with contents across multiple spatial scales from a single image. Existing 3D world generation models remain limited to single-scale synthesis and cannot produce coherent scene contents at varying granularities. The fundamental challenge is the lack of a scale-aware 3D representation capable of generating and rendering content with largely different spatial sizes. WonderZoom addresses this through two key innovations: (1) scale-adaptive Gaussian surfels for generating and real-time rendering of multi-scale 3D scenes, and (2) a progressive detail synthesizer that iteratively generates finer-scale 3D contents. Our approach enables users to "zoom into" a 3D region and auto-regressively synthesize previously non-existent fine details from landscapes to microscopic features. Experiments demonstrate that WonderZoom significantly outperforms state-of-the-art video and 3D models in both quality and alignment, enabling multi-scale 3D world creation from a single image. We show video results and an interactive viewer of generated multi-scale 3D worlds in https://wonderzoom.github.io/
Diffusion4D: Fast Spatial-temporal Consistent 4D Generation via Video Diffusion Models
The availability of large-scale multimodal datasets and advancements in diffusion models have significantly accelerated progress in 4D content generation. Most prior approaches rely on multiple image or video diffusion models, utilizing score distillation sampling for optimization or generating pseudo novel views for direct supervision. However, these methods are hindered by slow optimization speeds and multi-view inconsistency issues. Spatial and temporal consistency in 4D geometry has been extensively explored respectively in 3D-aware diffusion models and traditional monocular video diffusion models. Building on this foundation, we propose a strategy to migrate the temporal consistency in video diffusion models to the spatial-temporal consistency required for 4D generation. Specifically, we present a novel framework, Diffusion4D, for efficient and scalable 4D content generation. Leveraging a meticulously curated dynamic 3D dataset, we develop a 4D-aware video diffusion model capable of synthesizing orbital views of dynamic 3D assets. To control the dynamic strength of these assets, we introduce a 3D-to-4D motion magnitude metric as guidance. Additionally, we propose a novel motion magnitude reconstruction loss and 3D-aware classifier-free guidance to refine the learning and generation of motion dynamics. After obtaining orbital views of the 4D asset, we perform explicit 4D construction with Gaussian splatting in a coarse-to-fine manner. The synthesized multi-view consistent 4D image set enables us to swiftly generate high-fidelity and diverse 4D assets within just several minutes. Extensive experiments demonstrate that our method surpasses prior state-of-the-art techniques in terms of generation efficiency and 4D geometry consistency across various prompt modalities.
Dream4D: Lifting Camera-Controlled I2V towards Spatiotemporally Consistent 4D Generation
The synthesis of spatiotemporally coherent 4D content presents fundamental challenges in computer vision, requiring simultaneous modeling of high-fidelity spatial representations and physically plausible temporal dynamics. Current approaches often struggle to maintain view consistency while handling complex scene dynamics, particularly in large-scale environments with multiple interacting elements. This work introduces Dream4D, a novel framework that bridges this gap through a synergy of controllable video generation and neural 4D reconstruction. Our approach seamlessly combines a two-stage architecture: it first predicts optimal camera trajectories from a single image using few-shot learning, then generates geometrically consistent multi-view sequences via a specialized pose-conditioned diffusion process, which are finally converted into a persistent 4D representation. This framework is the first to leverage both rich temporal priors from video diffusion models and geometric awareness of the reconstruction models, which significantly facilitates 4D generation and shows higher quality (e.g., mPSNR, mSSIM) over existing methods.
Representing Long Volumetric Video with Temporal Gaussian Hierarchy
This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.
Consistent4D: Consistent 360° Dynamic Object Generation from Monocular Video
In this paper, we present Consistent4D, a novel approach for generating 4D dynamic objects from uncalibrated monocular videos. Uniquely, we cast the 360-degree dynamic object reconstruction as a 4D generation problem, eliminating the need for tedious multi-view data collection and camera calibration. This is achieved by leveraging the object-level 3D-aware image diffusion model as the primary supervision signal for training Dynamic Neural Radiance Fields (DyNeRF). Specifically, we propose a Cascade DyNeRF to facilitate stable convergence and temporal continuity under the supervision signal which is discrete along the time axis. To achieve spatial and temporal consistency, we further introduce an Interpolation-driven Consistency Loss. It is optimized by minimizing the discrepancy between rendered frames from DyNeRF and interpolated frames from a pre-trained video interpolation model. Extensive experiments show that our Consistent4D can perform competitively to prior art alternatives, opening up new possibilities for 4D dynamic object generation from monocular videos, whilst also demonstrating advantage for conventional text-to-3D generation tasks. Our project page is https://consistent4d.github.io/.
Decoupling Bidirectional Geometric Representations of 4D cost volume with 2D convolution
High-performance real-time stereo matching methods invariably rely on 3D regularization of the cost volume, which is unfriendly to mobile devices. And 2D regularization based methods struggle in ill-posed regions. In this paper, we present a deployment-friendly 4D cost aggregation network DBStereo, which is based on pure 2D convolutions. Specifically, we first provide a thorough analysis of the decoupling characteristics of 4D cost volume. And design a lightweight bidirectional geometry aggregation block to capture spatial and disparity representation respectively. Through decoupled learning, our approach achieves real-time performance and impressive accuracy simultaneously. Extensive experiments demonstrate that our proposed DBStereo outperforms all existing aggregation-based methods in both inference time and accuracy, even surpassing the iterative-based method IGEV-Stereo. Our study break the empirical design of using 3D convolutions for 4D cost volume and provides a simple yet strong baseline of the proposed decouple aggregation paradigm for further study. Code will be available at (https://github.com/happydummy/DBStereo{https://github.com/happydummy/DBStereo}) soon.
Segment Any 4D Gaussians
Modeling, understanding, and reconstructing the real world are crucial in XR/VR. Recently, 3D Gaussian Splatting (3D-GS) methods have shown remarkable success in modeling and understanding 3D scenes. Similarly, various 4D representations have demonstrated the ability to capture the dynamics of the 4D world. However, there is a dearth of research focusing on segmentation within 4D representations. In this paper, we propose Segment Any 4D Gaussians (SA4D), one of the first frameworks to segment anything in the 4D digital world based on 4D Gaussians. In SA4D, an efficient temporal identity feature field is introduced to handle Gaussian drifting, with the potential to learn precise identity features from noisy and sparse input. Additionally, a 4D segmentation refinement process is proposed to remove artifacts. Our SA4D achieves precise, high-quality segmentation within seconds in 4D Gaussians and shows the ability to remove, recolor, compose, and render high-quality anything masks. More demos are available at: https://jsxzs.github.io/sa4d/.
WideRange4D: Enabling High-Quality 4D Reconstruction with Wide-Range Movements and Scenes
With the rapid development of 3D reconstruction technology, research in 4D reconstruction is also advancing, existing 4D reconstruction methods can generate high-quality 4D scenes. However, due to the challenges in acquiring multi-view video data, the current 4D reconstruction benchmarks mainly display actions performed in place, such as dancing, within limited scenarios. In practical scenarios, many scenes involve wide-range spatial movements, highlighting the limitations of existing 4D reconstruction datasets. Additionally, existing 4D reconstruction methods rely on deformation fields to estimate the dynamics of 3D objects, but deformation fields struggle with wide-range spatial movements, which limits the ability to achieve high-quality 4D scene reconstruction with wide-range spatial movements. In this paper, we focus on 4D scene reconstruction with significant object spatial movements and propose a novel 4D reconstruction benchmark, WideRange4D. This benchmark includes rich 4D scene data with large spatial variations, allowing for a more comprehensive evaluation of the generation capabilities of 4D generation methods. Furthermore, we introduce a new 4D reconstruction method, Progress4D, which generates stable and high-quality 4D results across various complex 4D scene reconstruction tasks. We conduct both quantitative and qualitative comparison experiments on WideRange4D, showing that our Progress4D outperforms existing state-of-the-art 4D reconstruction methods. Project: https://github.com/Gen-Verse/WideRange4D
4D-LRM: Large Space-Time Reconstruction Model From and To Any View at Any Time
Can we scale 4D pretraining to learn general space-time representations that reconstruct an object from a few views at some times to any view at any time? We provide an affirmative answer with 4D-LRM, the first large-scale 4D reconstruction model that takes input from unconstrained views and timestamps and renders arbitrary novel view-time combinations. Unlike prior 4D approaches, e.g., optimization-based, geometry-based, or generative, that struggle with efficiency, generalization, or faithfulness, 4D-LRM learns a unified space-time representation and directly predicts per-pixel 4D Gaussian primitives from posed image tokens across time, enabling fast, high-quality rendering at, in principle, infinite frame rate. Our results demonstrate that scaling spatiotemporal pretraining enables accurate and efficient 4D reconstruction. We show that 4D-LRM generalizes to novel objects, interpolates across time, and handles diverse camera setups. It reconstructs 24-frame sequences in one forward pass with less than 1.5 seconds on a single A100 GPU.
M^{2}SNet: Multi-scale in Multi-scale Subtraction Network for Medical Image Segmentation
Accurate medical image segmentation is critical for early medical diagnosis. Most existing methods are based on U-shape structure and use element-wise addition or concatenation to fuse different level features progressively in decoder. However, both the two operations easily generate plenty of redundant information, which will weaken the complementarity between different level features, resulting in inaccurate localization and blurred edges of lesions. To address this challenge, we propose a general multi-scale in multi-scale subtraction network (M^{2}SNet) to finish diverse segmentation from medical image. Specifically, we first design a basic subtraction unit (SU) to produce the difference features between adjacent levels in encoder. Next, we expand the single-scale SU to the intra-layer multi-scale SU, which can provide the decoder with both pixel-level and structure-level difference information. Then, we pyramidally equip the multi-scale SUs at different levels with varying receptive fields, thereby achieving the inter-layer multi-scale feature aggregation and obtaining rich multi-scale difference information. In addition, we build a training-free network ``LossNet'' to comprehensively supervise the task-aware features from bottom layer to top layer, which drives our multi-scale subtraction network to capture the detailed and structural cues simultaneously. Without bells and whistles, our method performs favorably against most state-of-the-art methods under different evaluation metrics on eleven datasets of four different medical image segmentation tasks of diverse image modalities, including color colonoscopy imaging, ultrasound imaging, computed tomography (CT), and optical coherence tomography (OCT). The source code can be available at https://github.com/Xiaoqi-Zhao-DLUT/MSNet.
Enhancing Neural Training via a Correlated Dynamics Model
As neural networks grow in scale, their training becomes both computationally demanding and rich in dynamics. Amidst the flourishing interest in these training dynamics, we present a novel observation: Parameters during training exhibit intrinsic correlations over time. Capitalizing on this, we introduce Correlation Mode Decomposition (CMD). This algorithm clusters the parameter space into groups, termed modes, that display synchronized behavior across epochs. This enables CMD to efficiently represent the training dynamics of complex networks, like ResNets and Transformers, using only a few modes. Moreover, test set generalization is enhanced. We introduce an efficient CMD variant, designed to run concurrently with training. Our experiments indicate that CMD surpasses the state-of-the-art method for compactly modeled dynamics on image classification. Our modeling can improve training efficiency and lower communication overhead, as shown by our preliminary experiments in the context of federated learning.
EDNet: Efficient Disparity Estimation with Cost Volume Combination and Attention-based Spatial Residual
Existing state-of-the-art disparity estimation works mostly leverage the 4D concatenation volume and construct a very deep 3D convolution neural network (CNN) for disparity regression, which is inefficient due to the high memory consumption and slow inference speed. In this paper, we propose a network named EDNet for efficient disparity estimation. Firstly, we construct a combined volume which incorporates contextual information from the squeezed concatenation volume and feature similarity measurement from the correlation volume. The combined volume can be next aggregated by 2D convolutions which are faster and require less memory than 3D convolutions. Secondly, we propose an attention-based spatial residual module to generate attention-aware residual features. The attention mechanism is applied to provide intuitive spatial evidence about inaccurate regions with the help of error maps at multiple scales and thus improve the residual learning efficiency. Extensive experiments on the Scene Flow and KITTI datasets show that EDNet outperforms the previous 3D CNN based works and achieves state-of-the-art performance with significantly faster speed and less memory consumption.
Any4D: Unified Feed-Forward Metric 4D Reconstruction
We present Any4D, a scalable multi-view transformer for metric-scale, dense feed-forward 4D reconstruction. Any4D directly generates per-pixel motion and geometry predictions for N frames, in contrast to prior work that typically focuses on either 2-view dense scene flow or sparse 3D point tracking. Moreover, unlike other recent methods for 4D reconstruction from monocular RGB videos, Any4D can process additional modalities and sensors such as RGB-D frames, IMU-based egomotion, and Radar Doppler measurements, when available. One of the key innovations that allows for such a flexible framework is a modular representation of a 4D scene; specifically, per-view 4D predictions are encoded using a variety of egocentric factors (depthmaps and camera intrinsics) represented in local camera coordinates, and allocentric factors (camera extrinsics and scene flow) represented in global world coordinates. We achieve superior performance across diverse setups - both in terms of accuracy (2-3X lower error) and compute efficiency (15X faster), opening avenues for multiple downstream applications.
The Geometry of Concepts: Sparse Autoencoder Feature Structure
Sparse autoencoders have recently produced dictionaries of high-dimensional vectors corresponding to the universe of concepts represented by large language models. We find that this concept universe has interesting structure at three levels: 1) The "atomic" small-scale structure contains "crystals" whose faces are parallelograms or trapezoids, generalizing well-known examples such as (man-woman-king-queen). We find that the quality of such parallelograms and associated function vectors improves greatly when projecting out global distractor directions such as word length, which is efficiently done with linear discriminant analysis. 2) The "brain" intermediate-scale structure has significant spatial modularity; for example, math and code features form a "lobe" akin to functional lobes seen in neural fMRI images. We quantify the spatial locality of these lobes with multiple metrics and find that clusters of co-occurring features, at coarse enough scale, also cluster together spatially far more than one would expect if feature geometry were random. 3) The "galaxy" scale large-scale structure of the feature point cloud is not isotropic, but instead has a power law of eigenvalues with steepest slope in middle layers. We also quantify how the clustering entropy depends on the layer.
One4D: Unified 4D Generation and Reconstruction via Decoupled LoRA Control
We present One4D, a unified framework for 4D generation and reconstruction that produces dynamic 4D content as synchronized RGB frames and pointmaps. By consistently handling varying sparsities of conditioning frames through a Unified Masked Conditioning (UMC) mechanism, One4D can seamlessly transition between 4D generation from a single image, 4D reconstruction from a full video, and mixed generation and reconstruction from sparse frames. Our framework adapts a powerful video generation model for joint RGB and pointmap generation, with carefully designed network architectures. The commonly used diffusion finetuning strategies for depthmap or pointmap reconstruction often fail on joint RGB and pointmap generation, quickly degrading the base video model. To address this challenge, we introduce Decoupled LoRA Control (DLC), which employs two modality-specific LoRA adapters to form decoupled computation branches for RGB frames and pointmaps, connected by lightweight, zero-initialized control links that gradually learn mutual pixel-level consistency. Trained on a mixture of synthetic and real 4D datasets under modest computational budgets, One4D produces high-quality RGB frames and accurate pointmaps across both generation and reconstruction tasks. This work represents a step toward general, high-quality geometry-based 4D world modeling using video diffusion models. Project page: https://mizhenxing.github.io/One4D
Single-subject Multi-contrast MRI Super-resolution via Implicit Neural Representations
Clinical routine and retrospective cohorts commonly include multi-parametric Magnetic Resonance Imaging; however, they are mostly acquired in different anisotropic 2D views due to signal-to-noise-ratio and scan-time constraints. Thus acquired views suffer from poor out-of-plane resolution and affect downstream volumetric image analysis that typically requires isotropic 3D scans. Combining different views of multi-contrast scans into high-resolution isotropic 3D scans is challenging due to the lack of a large training cohort, which calls for a subject-specific framework. This work proposes a novel solution to this problem leveraging Implicit Neural Representations (INR). Our proposed INR jointly learns two different contrasts of complementary views in a continuous spatial function and benefits from exchanging anatomical information between them. Trained within minutes on a single commodity GPU, our model provides realistic super-resolution across different pairs of contrasts in our experiments with three datasets. Using Mutual Information (MI) as a metric, we find that our model converges to an optimum MI amongst sequences, achieving anatomically faithful reconstruction. Code is available at: https://github.com/jqmcginnis/multi_contrast_inr/
Canonical Factors for Hybrid Neural Fields
Factored feature volumes offer a simple way to build more compact, efficient, and intepretable neural fields, but also introduce biases that are not necessarily beneficial for real-world data. In this work, we (1) characterize the undesirable biases that these architectures have for axis-aligned signals -- they can lead to radiance field reconstruction differences of as high as 2 PSNR -- and (2) explore how learning a set of canonicalizing transformations can improve representations by removing these biases. We prove in a two-dimensional model problem that simultaneously learning these transformations together with scene appearance succeeds with drastically improved efficiency. We validate the resulting architectures, which we call TILTED, using image, signed distance, and radiance field reconstruction tasks, where we observe improvements across quality, robustness, compactness, and runtime. Results demonstrate that TILTED can enable capabilities comparable to baselines that are 2x larger, while highlighting weaknesses of neural field evaluation procedures.
Volume Rendering of Neural Implicit Surfaces
Neural volume rendering became increasingly popular recently due to its success in synthesizing novel views of a scene from a sparse set of input images. So far, the geometry learned by neural volume rendering techniques was modeled using a generic density function. Furthermore, the geometry itself was extracted using an arbitrary level set of the density function leading to a noisy, often low fidelity reconstruction. The goal of this paper is to improve geometry representation and reconstruction in neural volume rendering. We achieve that by modeling the volume density as a function of the geometry. This is in contrast to previous work modeling the geometry as a function of the volume density. In more detail, we define the volume density function as Laplace's cumulative distribution function (CDF) applied to a signed distance function (SDF) representation. This simple density representation has three benefits: (i) it provides a useful inductive bias to the geometry learned in the neural volume rendering process; (ii) it facilitates a bound on the opacity approximation error, leading to an accurate sampling of the viewing ray. Accurate sampling is important to provide a precise coupling of geometry and radiance; and (iii) it allows efficient unsupervised disentanglement of shape and appearance in volume rendering. Applying this new density representation to challenging scene multiview datasets produced high quality geometry reconstructions, outperforming relevant baselines. Furthermore, switching shape and appearance between scenes is possible due to the disentanglement of the two.
Zero4D: Training-Free 4D Video Generation From Single Video Using Off-the-Shelf Video Diffusion Model
Recently, multi-view or 4D video generation has emerged as a significant research topic. Nonetheless, recent approaches to 4D generation still struggle with fundamental limitations, as they primarily rely on harnessing multiple video diffusion models with additional training or compute-intensive training of a full 4D diffusion model with limited real-world 4D data and large computational costs. To address these challenges, here we propose the first training-free 4D video generation method that leverages the off-the-shelf video diffusion models to generate multi-view videos from a single input video. Our approach consists of two key steps: (1) By designating the edge frames in the spatio-temporal sampling grid as key frames, we first synthesize them using a video diffusion model, leveraging a depth-based warping technique for guidance. This approach ensures structural consistency across the generated frames, preserving spatial and temporal coherence. (2) We then interpolate the remaining frames using a video diffusion model, constructing a fully populated and temporally coherent sampling grid while preserving spatial and temporal consistency. Through this approach, we extend a single video into a multi-view video along novel camera trajectories while maintaining spatio-temporal consistency. Our method is training-free and fully utilizes an off-the-shelf video diffusion model, offering a practical and effective solution for multi-view video generation.
DeepOrgan: Multi-level Deep Convolutional Networks for Automated Pancreas Segmentation
Automatic organ segmentation is an important yet challenging problem for medical image analysis. The pancreas is an abdominal organ with very high anatomical variability. This inhibits previous segmentation methods from achieving high accuracies, especially compared to other organs such as the liver, heart or kidneys. In this paper, we present a probabilistic bottom-up approach for pancreas segmentation in abdominal computed tomography (CT) scans, using multi-level deep convolutional networks (ConvNets). We propose and evaluate several variations of deep ConvNets in the context of hierarchical, coarse-to-fine classification on image patches and regions, i.e. superpixels. We first present a dense labeling of local image patches via P{-}ConvNet and nearest neighbor fusion. Then we describe a regional ConvNet (R_1{-}ConvNet) that samples a set of bounding boxes around each image superpixel at different scales of contexts in a "zoom-out" fashion. Our ConvNets learn to assign class probabilities for each superpixel region of being pancreas. Last, we study a stacked R_2{-}ConvNet leveraging the joint space of CT intensities and the P{-}ConvNet dense probability maps. Both 3D Gaussian smoothing and 2D conditional random fields are exploited as structured predictions for post-processing. We evaluate on CT images of 82 patients in 4-fold cross-validation. We achieve a Dice Similarity Coefficient of 83.6pm6.3% in training and 71.8pm10.7% in testing.
CuNeRF: Cube-Based Neural Radiance Field for Zero-Shot Medical Image Arbitrary-Scale Super Resolution
Medical image arbitrary-scale super-resolution (MIASSR) has recently gained widespread attention, aiming to super sample medical volumes at arbitrary scales via a single model. However, existing MIASSR methods face two major limitations: (i) reliance on high-resolution (HR) volumes and (ii) limited generalization ability, which restricts their application in various scenarios. To overcome these limitations, we propose Cube-based Neural Radiance Field (CuNeRF), a zero-shot MIASSR framework that can yield medical images at arbitrary scales and viewpoints in a continuous domain. Unlike existing MIASSR methods that fit the mapping between low-resolution (LR) and HR volumes, CuNeRF focuses on building a coordinate-intensity continuous representation from LR volumes without the need for HR references. This is achieved by the proposed differentiable modules: including cube-based sampling, isotropic volume rendering, and cube-based hierarchical rendering. Through extensive experiments on magnetic resource imaging (MRI) and computed tomography (CT) modalities, we demonstrate that CuNeRF outperforms state-of-the-art MIASSR methods. CuNeRF yields better visual verisimilitude and reduces aliasing artifacts at various upsampling factors. Moreover, our CuNeRF does not need any LR-HR training pairs, which is more flexible and easier to be used than others. Our code will be publicly available soon.
SDD-4DGS: Static-Dynamic Aware Decoupling in Gaussian Splatting for 4D Scene Reconstruction
Dynamic and static components in scenes often exhibit distinct properties, yet most 4D reconstruction methods treat them indiscriminately, leading to suboptimal performance in both cases. This work introduces SDD-4DGS, the first framework for static-dynamic decoupled 4D scene reconstruction based on Gaussian Splatting. Our approach is built upon a novel probabilistic dynamic perception coefficient that is naturally integrated into the Gaussian reconstruction pipeline, enabling adaptive separation of static and dynamic components. With carefully designed implementation strategies to realize this theoretical framework, our method effectively facilitates explicit learning of motion patterns for dynamic elements while maintaining geometric stability for static structures. Extensive experiments on five benchmark datasets demonstrate that SDD-4DGS consistently outperforms state-of-the-art methods in reconstruction fidelity, with enhanced detail restoration for static structures and precise modeling of dynamic motions. The code will be released.
Mamba-based Light Field Super-Resolution with Efficient Subspace Scanning
Transformer-based methods have demonstrated impressive performance in 4D light field (LF) super-resolution by effectively modeling long-range spatial-angular correlations, but their quadratic complexity hinders the efficient processing of high resolution 4D inputs, resulting in slow inference speed and high memory cost. As a compromise, most prior work adopts a patch-based strategy, which fails to leverage the full information from the entire input LFs. The recently proposed selective state-space model, Mamba, has gained popularity for its efficient long-range sequence modeling. In this paper, we propose a Mamba-based Light Field Super-Resolution method, named MLFSR, by designing an efficient subspace scanning strategy. Specifically, we tokenize 4D LFs into subspace sequences and conduct bi-directional scanning on each subspace. Based on our scanning strategy, we then design the Mamba-based Global Interaction (MGI) module to capture global information and the local Spatial- Angular Modulator (SAM) to complement local details. Additionally, we introduce a Transformer-to-Mamba (T2M) loss to further enhance overall performance. Extensive experiments on public benchmarks demonstrate that MLFSR surpasses CNN-based models and rivals Transformer-based methods in performance while maintaining higher efficiency. With quicker inference speed and reduced memory demand, MLFSR facilitates full-image processing of high-resolution 4D LFs with enhanced performance.
Learning multi-domain feature relation for visible and Long-wave Infrared image patch matching
Recently, learning-based algorithms have achieved promising performance on cross-spectral image patch matching, which, however, is still far from satisfactory for practical application. On the one hand, a lack of large-scale dataset with diverse scenes haunts its further improvement for learning-based algorithms, whose performances and generalization rely heavily on the dataset size and diversity. On the other hand, more emphasis has been put on feature relation in the spatial domain whereas the scale dependency between features has often been ignored, leading to performance degeneration especially when encountering significant appearance variations for cross-spectral patches. To address these issues, we publish, to be best of our knowledge, the largest visible and Long-wave Infrared (LWIR) image patch matching dataset, termed VL-CMIM, which contains 1300 pairs of strictly aligned visible and LWIR images and over 2 million patch pairs covering diverse scenes such as asteroid, field, country, build, street and water.In addition, a multi-domain feature relation learning network (MD-FRN) is proposed. Input by the features extracted from a four-branch network, both feature relations in spatial and scale domains are learned via a spatial correlation module (SCM) and multi-scale adaptive aggregation module (MSAG), respectively. To further aggregate the multi-domain relations, a deep domain interactive mechanism (DIM) is applied, where the learnt spatial-relation and scale-relation features are exchanged and further input into MSCRM and SCM. This mechanism allows our model to learn interactive cross-domain feature relations, leading to improved robustness to significant appearance changes due to different modality.
IterMVS: Iterative Probability Estimation for Efficient Multi-View Stereo
We present IterMVS, a new data-driven method for high-resolution multi-view stereo. We propose a novel GRU-based estimator that encodes pixel-wise probability distributions of depth in its hidden state. Ingesting multi-scale matching information, our model refines these distributions over multiple iterations and infers depth and confidence. To extract the depth maps, we combine traditional classification and regression in a novel manner. We verify the efficiency and effectiveness of our method on DTU, Tanks&Temples and ETH3D. While being the most efficient method in both memory and run-time, our model achieves competitive performance on DTU and better generalization ability on Tanks&Temples as well as ETH3D than most state-of-the-art methods. Code is available at https://github.com/FangjinhuaWang/IterMVS.
VSFormer: Mining Correlations in Flexible View Set for Multi-view 3D Shape Understanding
View-based methods have demonstrated promising performance in 3D shape understanding. However, they tend to make strong assumptions about the relations between views or learn the multi-view correlations indirectly, which limits the flexibility of exploring inter-view correlations and the effectiveness of target tasks. To overcome the above problems, this paper investigates flexible organization and explicit correlation learning for multiple views. In particular, we propose to incorporate different views of a 3D shape into a permutation-invariant set, referred to as View Set, which removes rigid relation assumptions and facilitates adequate information exchange and fusion among views. Based on that, we devise a nimble Transformer model, named VSFormer, to explicitly capture pairwise and higher-order correlations of all elements in the set. Meanwhile, we theoretically reveal a natural correspondence between the Cartesian product of a view set and the correlation matrix in the attention mechanism, which supports our model design. Comprehensive experiments suggest that VSFormer has better flexibility, efficient inference efficiency and superior performance. Notably, VSFormer reaches state-of-the-art results on various 3d recognition datasets, including ModelNet40, ScanObjectNN and RGBD. It also establishes new records on the SHREC'17 retrieval benchmark. The code and datasets are available at https://github.com/auniquesun/VSFormer.
Inferring Compositional 4D Scenes without Ever Seeing One
Scenes in the real world are often composed of several static and dynamic objects. Capturing their 4-dimensional structures, composition and spatio-temporal configuration in-the-wild, though extremely interesting, is equally hard. Therefore, existing works often focus on one object at a time, while relying on some category-specific parametric shape model for dynamic objects. This can lead to inconsistent scene configurations, in addition to being limited to the modeled object categories. We propose COM4D (Compositional 4D), a method that consistently and jointly predicts the structure and spatio-temporal configuration of 4D/3D objects using only static multi-object or dynamic single object supervision. We achieve this by a carefully designed training of spatial and temporal attentions on 2D video input. The training is disentangled into learning from object compositions on the one hand, and single object dynamics throughout the video on the other, thus completely avoiding reliance on 4D compositional training data. At inference time, our proposed attention mixing mechanism combines these independently learned attentions, without requiring any 4D composition examples. By alternating between spatial and temporal reasoning, COM4D reconstructs complete and persistent 4D scenes with multiple interacting objects directly from monocular videos. Furthermore, COM4D provides state-of-the-art results in existing separate problems of 4D object and composed 3D reconstruction despite being purely data-driven.
Topological Singularity Detection at Multiple Scales
The manifold hypothesis, which assumes that data lies on or close to an unknown manifold of low intrinsic dimension, is a staple of modern machine learning research. However, recent work has shown that real-world data exhibits distinct non-manifold structures, i.e. singularities, that can lead to erroneous findings. Detecting such singularities is therefore crucial as a precursor to interpolation and inference tasks. We address this issue by developing a topological framework that (i) quantifies the local intrinsic dimension, and (ii) yields a Euclidicity score for assessing the 'manifoldness' of a point along multiple scales. Our approach identifies singularities of complex spaces, while also capturing singular structures and local geometric complexity in image data.
SUCCESS-GS: Survey of Compactness and Compression for Efficient Static and Dynamic Gaussian Splatting
3D Gaussian Splatting (3DGS) has emerged as a powerful explicit representation enabling real-time, high-fidelity 3D reconstruction and novel view synthesis. However, its practical use is hindered by the massive memory and computational demands required to store and render millions of Gaussians. These challenges become even more severe in 4D dynamic scenes. To address these issues, the field of Efficient Gaussian Splatting has rapidly evolved, proposing methods that reduce redundancy while preserving reconstruction quality. This survey provides the first unified overview of efficient 3D and 4D Gaussian Splatting techniques. For both 3D and 4D settings, we systematically categorize existing methods into two major directions, Parameter Compression and Restructuring Compression, and comprehensively summarize the core ideas and methodological trends within each category. We further cover widely used datasets, evaluation metrics, and representative benchmark comparisons. Finally, we discuss current limitations and outline promising research directions toward scalable, compact, and real-time Gaussian Splatting for both static and dynamic 3D scene representation.
PFDepth: Heterogeneous Pinhole-Fisheye Joint Depth Estimation via Distortion-aware Gaussian-Splatted Volumetric Fusion
In this paper, we present the first pinhole-fisheye framework for heterogeneous multi-view depth estimation, PFDepth. Our key insight is to exploit the complementary characteristics of pinhole and fisheye imagery (undistorted vs. distorted, small vs. large FOV, far vs. near field) for joint optimization. PFDepth employs a unified architecture capable of processing arbitrary combinations of pinhole and fisheye cameras with varied intrinsics and extrinsics. Within PFDepth, we first explicitly lift 2D features from each heterogeneous view into a canonical 3D volumetric space. Then, a core module termed Heterogeneous Spatial Fusion is designed to process and fuse distortion-aware volumetric features across overlapping and non-overlapping regions. Additionally, we subtly reformulate the conventional voxel fusion into a novel 3D Gaussian representation, in which learnable latent Gaussian spheres dynamically adapt to local image textures for finer 3D aggregation. Finally, fused volume features are rendered into multi-view depth maps. Through extensive experiments, we demonstrate that PFDepth sets a state-of-the-art performance on KITTI-360 and RealHet datasets over current mainstream depth networks. To the best of our knowledge, this is the first systematic study of heterogeneous pinhole-fisheye depth estimation, offering both technical novelty and valuable empirical insights.
MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis
Recent works in volume rendering, e.g. NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.
ZoomLDM: Latent Diffusion Model for multi-scale image generation
Diffusion models have revolutionized image generation, yet several challenges restrict their application to large-image domains, such as digital pathology and satellite imagery. Given that it is infeasible to directly train a model on 'whole' images from domains with potential gigapixel sizes, diffusion-based generative methods have focused on synthesizing small, fixed-size patches extracted from these images. However, generating small patches has limited applicability since patch-based models fail to capture the global structures and wider context of large images, which can be crucial for synthesizing (semantically) accurate samples. To overcome this limitation, we present ZoomLDM, a diffusion model tailored for generating images across multiple scales. Central to our approach is a novel magnification-aware conditioning mechanism that utilizes self-supervised learning (SSL) embeddings and allows the diffusion model to synthesize images at different 'zoom' levels, i.e., fixed-size patches extracted from large images at varying scales. ZoomLDM synthesizes coherent histopathology images that remain contextually accurate and detailed at different zoom levels, achieving state-of-the-art image generation quality across all scales and excelling in the data-scarce setting of generating thumbnails of entire large images. The multi-scale nature of ZoomLDM unlocks additional capabilities in large image generation, enabling computationally tractable and globally coherent image synthesis up to 4096 times 4096 pixels and 4times super-resolution. Additionally, multi-scale features extracted from ZoomLDM are highly effective in multiple instance learning experiments.
HexPlane: A Fast Representation for Dynamic Scenes
Modeling and re-rendering dynamic 3D scenes is a challenging task in 3D vision. Prior approaches build on NeRF and rely on implicit representations. This is slow since it requires many MLP evaluations, constraining real-world applications. We show that dynamic 3D scenes can be explicitly represented by six planes of learned features, leading to an elegant solution we call HexPlane. A HexPlane computes features for points in spacetime by fusing vectors extracted from each plane, which is highly efficient. Pairing a HexPlane with a tiny MLP to regress output colors and training via volume rendering gives impressive results for novel view synthesis on dynamic scenes, matching the image quality of prior work but reducing training time by more than 100times. Extensive ablations confirm our HexPlane design and show that it is robust to different feature fusion mechanisms, coordinate systems, and decoding mechanisms. HexPlane is a simple and effective solution for representing 4D volumes, and we hope they can broadly contribute to modeling spacetime for dynamic 3D scenes.
Optimized Minimal 4D Gaussian Splatting
4D Gaussian Splatting has emerged as a new paradigm for dynamic scene representation, enabling real-time rendering of scenes with complex motions. However, it faces a major challenge of storage overhead, as millions of Gaussians are required for high-fidelity reconstruction. While several studies have attempted to alleviate this memory burden, they still face limitations in compression ratio or visual quality. In this work, we present OMG4 (Optimized Minimal 4D Gaussian Splatting), a framework that constructs a compact set of salient Gaussians capable of faithfully representing 4D Gaussian models. Our method progressively prunes Gaussians in three stages: (1) Gaussian Sampling to identify primitives critical to reconstruction fidelity, (2) Gaussian Pruning to remove redundancies, and (3) Gaussian Merging to fuse primitives with similar characteristics. In addition, we integrate implicit appearance compression and generalize Sub-Vector Quantization (SVQ) to 4D representations, further reducing storage while preserving quality. Extensive experiments on standard benchmark datasets demonstrate that OMG4 significantly outperforms recent state-of-the-art methods, reducing model sizes by over 60% while maintaining reconstruction quality. These results position OMG4 as a significant step forward in compact 4D scene representation, opening new possibilities for a wide range of applications. Our source code is available at https://minshirley.github.io/OMG4/.
Phy124: Fast Physics-Driven 4D Content Generation from a Single Image
4D content generation focuses on creating dynamic 3D objects that change over time. Existing methods primarily rely on pre-trained video diffusion models, utilizing sampling processes or reference videos. However, these approaches face significant challenges. Firstly, the generated 4D content often fails to adhere to real-world physics since video diffusion models do not incorporate physical priors. Secondly, the extensive sampling process and the large number of parameters in diffusion models result in exceedingly time-consuming generation processes. To address these issues, we introduce Phy124, a novel, fast, and physics-driven method for controllable 4D content generation from a single image. Phy124 integrates physical simulation directly into the 4D generation process, ensuring that the resulting 4D content adheres to natural physical laws. Phy124 also eliminates the use of diffusion models during the 4D dynamics generation phase, significantly speeding up the process. Phy124 allows for the control of 4D dynamics, including movement speed and direction, by manipulating external forces. Extensive experiments demonstrate that Phy124 generates high-fidelity 4D content with significantly reduced inference times, achieving stateof-the-art performance. The code and generated 4D content are available at the provided link: https://anonymous.4open.science/r/BBF2/.
STAG4D: Spatial-Temporal Anchored Generative 4D Gaussians
Recent progress in pre-trained diffusion models and 3D generation have spurred interest in 4D content creation. However, achieving high-fidelity 4D generation with spatial-temporal consistency remains a challenge. In this work, we propose STAG4D, a novel framework that combines pre-trained diffusion models with dynamic 3D Gaussian splatting for high-fidelity 4D generation. Drawing inspiration from 3D generation techniques, we utilize a multi-view diffusion model to initialize multi-view images anchoring on the input video frames, where the video can be either real-world captured or generated by a video diffusion model. To ensure the temporal consistency of the multi-view sequence initialization, we introduce a simple yet effective fusion strategy to leverage the first frame as a temporal anchor in the self-attention computation. With the almost consistent multi-view sequences, we then apply the score distillation sampling to optimize the 4D Gaussian point cloud. The 4D Gaussian spatting is specially crafted for the generation task, where an adaptive densification strategy is proposed to mitigate the unstable Gaussian gradient for robust optimization. Notably, the proposed pipeline does not require any pre-training or fine-tuning of diffusion networks, offering a more accessible and practical solution for the 4D generation task. Extensive experiments demonstrate that our method outperforms prior 4D generation works in rendering quality, spatial-temporal consistency, and generation robustness, setting a new state-of-the-art for 4D generation from diverse inputs, including text, image, and video.
Visualizing Large-scale and High-dimensional Data
We study the problem of visualizing large-scale and high-dimensional data in a low-dimensional (typically 2D or 3D) space. Much success has been reported recently by techniques that first compute a similarity structure of the data points and then project them into a low-dimensional space with the structure preserved. These two steps suffer from considerable computational costs, preventing the state-of-the-art methods such as the t-SNE from scaling to large-scale and high-dimensional data (e.g., millions of data points and hundreds of dimensions). We propose the LargeVis, a technique that first constructs an accurately approximated K-nearest neighbor graph from the data and then layouts the graph in the low-dimensional space. Comparing to t-SNE, LargeVis significantly reduces the computational cost of the graph construction step and employs a principled probabilistic model for the visualization step, the objective of which can be effectively optimized through asynchronous stochastic gradient descent with a linear time complexity. The whole procedure thus easily scales to millions of high-dimensional data points. Experimental results on real-world data sets demonstrate that the LargeVis outperforms the state-of-the-art methods in both efficiency and effectiveness. The hyper-parameters of LargeVis are also much more stable over different data sets.
4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency
Aided by text-to-image and text-to-video diffusion models, existing 4D content creation pipelines utilize score distillation sampling to optimize the entire dynamic 3D scene. However, as these pipelines generate 4D content from text or image inputs, they incur significant time and effort in prompt engineering through trial and error. This work introduces 4DGen, a novel, holistic framework for grounded 4D content creation that decomposes the 4D generation task into multiple stages. We identify static 3D assets and monocular video sequences as key components in constructing the 4D content. Our pipeline facilitates conditional 4D generation, enabling users to specify geometry (3D assets) and motion (monocular videos), thus offering superior control over content creation. Furthermore, we construct our 4D representation using dynamic 3D Gaussians, which permits efficient, high-resolution supervision through rendering during training, thereby facilitating high-quality 4D generation. Additionally, we employ spatial-temporal pseudo labels on anchor frames, along with seamless consistency priors implemented through 3D-aware score distillation sampling and smoothness regularizations. Compared to existing baselines, our approach yields competitive results in faithfully reconstructing input signals and realistically inferring renderings from novel viewpoints and timesteps. Most importantly, our method supports grounded generation, offering users enhanced control, a feature difficult to achieve with previous methods. Project page: https://vita-group.github.io/4DGen/
4Diffusion: Multi-view Video Diffusion Model for 4D Generation
Current 4D generation methods have achieved noteworthy efficacy with the aid of advanced diffusion generative models. However, these methods lack multi-view spatial-temporal modeling and encounter challenges in integrating diverse prior knowledge from multiple diffusion models, resulting in inconsistent temporal appearance and flickers. In this paper, we propose a novel 4D generation pipeline, namely 4Diffusion aimed at generating spatial-temporally consistent 4D content from a monocular video. We first design a unified diffusion model tailored for multi-view video generation by incorporating a learnable motion module into a frozen 3D-aware diffusion model to capture multi-view spatial-temporal correlations. After training on a curated dataset, our diffusion model acquires reasonable temporal consistency and inherently preserves the generalizability and spatial consistency of the 3D-aware diffusion model. Subsequently, we propose 4D-aware Score Distillation Sampling loss, which is based on our multi-view video diffusion model, to optimize 4D representation parameterized by dynamic NeRF. This aims to eliminate discrepancies arising from multiple diffusion models, allowing for generating spatial-temporally consistent 4D content. Moreover, we devise an anchor loss to enhance the appearance details and facilitate the learning of dynamic NeRF. Extensive qualitative and quantitative experiments demonstrate that our method achieves superior performance compared to previous methods.
Neural 4D Evolution under Large Topological Changes from 2D Images
In the literature, it has been shown that the evolution of the known explicit 3D surface to the target one can be learned from 2D images using the instantaneous flow field, where the known and target 3D surfaces may largely differ in topology. We are interested in capturing 4D shapes whose topology changes largely over time. We encounter that the straightforward extension of the existing 3D-based method to the desired 4D case performs poorly. In this work, we address the challenges in extending 3D neural evolution to 4D under large topological changes by proposing two novel modifications. More precisely, we introduce (i) a new architecture to discretize and encode the deformation and learn the SDF and (ii) a technique to impose the temporal consistency. (iii) Also, we propose a rendering scheme for color prediction based on Gaussian splatting. Furthermore, to facilitate learning directly from 2D images, we propose a learning framework that can disentangle the geometry and appearance from RGB images. This method of disentanglement, while also useful for the 4D evolution problem that we are concentrating on, is also novel and valid for static scenes. Our extensive experiments on various data provide awesome results and, most importantly, open a new approach toward reconstructing challenging scenes with significant topological changes and deformations. Our source code and the dataset are publicly available at https://github.com/insait-institute/N4DE.
Reconstructing 4D Spatial Intelligence: A Survey
Reconstructing 4D spatial intelligence from visual observations has long been a central yet challenging task in computer vision, with broad real-world applications. These range from entertainment domains like movies, where the focus is often on reconstructing fundamental visual elements, to embodied AI, which emphasizes interaction modeling and physical realism. Fueled by rapid advances in 3D representations and deep learning architectures, the field has evolved quickly, outpacing the scope of previous surveys. Additionally, existing surveys rarely offer a comprehensive analysis of the hierarchical structure of 4D scene reconstruction. To address this gap, we present a new perspective that organizes existing methods into five progressive levels of 4D spatial intelligence: (1) Level 1 -- reconstruction of low-level 3D attributes (e.g., depth, pose, and point maps); (2) Level 2 -- reconstruction of 3D scene components (e.g., objects, humans, structures); (3) Level 3 -- reconstruction of 4D dynamic scenes; (4) Level 4 -- modeling of interactions among scene components; and (5) Level 5 -- incorporation of physical laws and constraints. We conclude the survey by discussing the key challenges at each level and highlighting promising directions for advancing toward even richer levels of 4D spatial intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/yukangcao/Awesome-4D-Spatial-Intelligence.
MSVM-UNet: Multi-Scale Vision Mamba UNet for Medical Image Segmentation
State Space Models (SSMs), especially Mamba, have shown great promise in medical image segmentation due to their ability to model long-range dependencies with linear computational complexity. However, accurate medical image segmentation requires the effective learning of both multi-scale detailed feature representations and global contextual dependencies. Although existing works have attempted to address this issue by integrating CNNs and SSMs to leverage their respective strengths, they have not designed specialized modules to effectively capture multi-scale feature representations, nor have they adequately addressed the directional sensitivity problem when applying Mamba to 2D image data. To overcome these limitations, we propose a Multi-Scale Vision Mamba UNet model for medical image segmentation, termed MSVM-UNet. Specifically, by introducing multi-scale convolutions in the VSS blocks, we can more effectively capture and aggregate multi-scale feature representations from the hierarchical features of the VMamba encoder and better handle 2D visual data. Additionally, the large kernel patch expanding (LKPE) layers achieve more efficient upsampling of feature maps by simultaneously integrating spatial and channel information. Extensive experiments on the Synapse and ACDC datasets demonstrate that our approach is more effective than some state-of-the-art methods in capturing and aggregating multi-scale feature representations and modeling long-range dependencies between pixels.
Free4D: Tuning-free 4D Scene Generation with Spatial-Temporal Consistency
We present Free4D, a novel tuning-free framework for 4D scene generation from a single image. Existing methods either focus on object-level generation, making scene-level generation infeasible, or rely on large-scale multi-view video datasets for expensive training, with limited generalization ability due to the scarcity of 4D scene data. In contrast, our key insight is to distill pre-trained foundation models for consistent 4D scene representation, which offers promising advantages such as efficiency and generalizability. 1) To achieve this, we first animate the input image using image-to-video diffusion models followed by 4D geometric structure initialization. 2) To turn this coarse structure into spatial-temporal consistent multiview videos, we design an adaptive guidance mechanism with a point-guided denoising strategy for spatial consistency and a novel latent replacement strategy for temporal coherence. 3) To lift these generated observations into consistent 4D representation, we propose a modulation-based refinement to mitigate inconsistencies while fully leveraging the generated information. The resulting 4D representation enables real-time, controllable rendering, marking a significant advancement in single-image-based 4D scene generation.
Controlling Space and Time with Diffusion Models
We present 4DiM, a cascaded diffusion model for 4D novel view synthesis (NVS), conditioned on one or more images of a general scene, and a set of camera poses and timestamps. To overcome challenges due to limited availability of 4D training data, we advocate joint training on 3D (with camera pose), 4D (pose+time) and video (time but no pose) data and propose a new architecture that enables the same. We further advocate the calibration of SfM posed data using monocular metric depth estimators for metric scale camera control. For model evaluation, we introduce new metrics to enrich and overcome shortcomings of current evaluation schemes, demonstrating state-of-the-art results in both fidelity and pose control compared to existing diffusion models for 3D NVS, while at the same time adding the ability to handle temporal dynamics. 4DiM is also used for improved panorama stitching, pose-conditioned video to video translation, and several other tasks. For an overview see https://4d-diffusion.github.io
1000+ FPS 4D Gaussian Splatting for Dynamic Scene Rendering
4D Gaussian Splatting (4DGS) has recently gained considerable attention as a method for reconstructing dynamic scenes. Despite achieving superior quality, 4DGS typically requires substantial storage and suffers from slow rendering speed. In this work, we delve into these issues and identify two key sources of temporal redundancy. (Q1) Short-Lifespan Gaussians: 4DGS uses a large portion of Gaussians with short temporal span to represent scene dynamics, leading to an excessive number of Gaussians. (Q2) Inactive Gaussians: When rendering, only a small subset of Gaussians contributes to each frame. Despite this, all Gaussians are processed during rasterization, resulting in redundant computation overhead. To address these redundancies, we present 4DGS-1K, which runs at over 1000 FPS on modern GPUs. For Q1, we introduce the Spatial-Temporal Variation Score, a new pruning criterion that effectively removes short-lifespan Gaussians while encouraging 4DGS to capture scene dynamics using Gaussians with longer temporal spans. For Q2, we store a mask for active Gaussians across consecutive frames, significantly reducing redundant computations in rendering. Compared to vanilla 4DGS, our method achieves a 41times reduction in storage and 9times faster rasterization speed on complex dynamic scenes, while maintaining comparable visual quality. Please see our project page at https://4DGS-1K.github.io.
Structured Spectral Graph Representation Learning for Multi-label Abnormality Analysis from 3D CT Scans
With the growing volume of CT examinations, there is an increasing demand for automated tools such as organ segmentation, abnormality detection, and report generation to support radiologists in managing their clinical workload. Multi-label classification of 3D Chest CT scans remains a critical yet challenging problem due to the complex spatial relationships inherent in volumetric data and the wide variability of abnormalities. Existing methods based on 3D convolutional neural networks struggle to capture long-range dependencies, while Vision Transformers often require extensive pre-training on large-scale, domain-specific datasets to perform competitively. In this work of academic research, we propose a 2.5D alternative by introducing a new graph-based framework that represents 3D CT volumes as structured graphs, where axial slice triplets serve as nodes processed through spectral graph convolution, enabling the model to reason over inter-slice dependencies while maintaining complexity compatible with clinical deployment. Our method, trained and evaluated on 3 datasets from independent institutions, achieves strong cross-dataset generalization, and shows competitive performance compared to state-of-the-art visual encoders. We further conduct comprehensive ablation studies to evaluate the impact of various aggregation strategies, edge-weighting schemes, and graph connectivity patterns. Additionally, we demonstrate the broader applicability of our approach through transfer experiments on automated radiology report generation and abdominal CT data.
4D-Bench: Benchmarking Multi-modal Large Language Models for 4D Object Understanding
Multimodal Large Language Models (MLLMs) have demonstrated impressive 2D image/video understanding capabilities. However, there are no publicly standardized benchmarks to assess the abilities of MLLMs in understanding the 4D objects (3D objects with temporal evolution over time). In this paper, we introduce 4D-Bench, the first benchmark to evaluate the capabilities of MLLMs in 4D object understanding, featuring tasks in 4D object Question Answering (4D object QA) and 4D object captioning. 4D-Bench provides 4D objects with diverse categories, high-quality annotations, and tasks necessitating multi-view spatial-temporal understanding, different from existing 2D image/video-based benchmarks. With 4D-Bench, we evaluate a wide range of open-source and closed-source MLLMs. The results from the 4D object captioning experiment indicate that MLLMs generally exhibit weaker temporal understanding compared to their appearance understanding, notably, while open-source models approach closed-source performance in appearance understanding, they show larger performance gaps in temporal understanding. 4D object QA yields surprising findings: even with simple single-object videos, MLLMs perform poorly, with state-of-the-art GPT-4o achieving only 63\% accuracy compared to the human baseline of 91\%. These findings highlight a substantial gap in 4D object understanding and the need for further advancements in MLLMs.
Similarity-Aware Selective State-Space Modeling for Semantic Correspondence
Establishing semantic correspondences between images is a fundamental yet challenging task in computer vision. Traditional feature-metric methods enhance visual features but may miss complex inter-correlation relationships, while recent correlation-metric approaches are hindered by high computational costs due to processing 4D correlation maps. We introduce MambaMatcher, a novel method that overcomes these limitations by efficiently modeling high-dimensional correlations using selective state-space models (SSMs). By implementing a similarity-aware selective scan mechanism adapted from Mamba's linear-complexity algorithm, MambaMatcher refines the 4D correlation map effectively without compromising feature map resolution or receptive field. Experiments on standard semantic correspondence benchmarks demonstrate that MambaMatcher achieves state-of-the-art performance.
PFGS: High Fidelity Point Cloud Rendering via Feature Splatting
Rendering high-fidelity images from sparse point clouds is still challenging. Existing learning-based approaches suffer from either hole artifacts, missing details, or expensive computations. In this paper, we propose a novel framework to render high-quality images from sparse points. This method first attempts to bridge the 3D Gaussian Splatting and point cloud rendering, which includes several cascaded modules. We first use a regressor to estimate Gaussian properties in a point-wise manner, the estimated properties are used to rasterize neural feature descriptors into 2D planes which are extracted from a multiscale extractor. The projected feature volume is gradually decoded toward the final prediction via a multiscale and progressive decoder. The whole pipeline experiences a two-stage training and is driven by our well-designed progressive and multiscale reconstruction loss. Experiments on different benchmarks show the superiority of our method in terms of rendering qualities and the necessities of our main components.
Anti-Aliased Neural Implicit Surfaces with Encoding Level of Detail
We present LoD-NeuS, an efficient neural representation for high-frequency geometry detail recovery and anti-aliased novel view rendering. Drawing inspiration from voxel-based representations with the level of detail (LoD), we introduce a multi-scale tri-plane-based scene representation that is capable of capturing the LoD of the signed distance function (SDF) and the space radiance. Our representation aggregates space features from a multi-convolved featurization within a conical frustum along a ray and optimizes the LoD feature volume through differentiable rendering. Additionally, we propose an error-guided sampling strategy to guide the growth of the SDF during the optimization. Both qualitative and quantitative evaluations demonstrate that our method achieves superior surface reconstruction and photorealistic view synthesis compared to state-of-the-art approaches.
SuperNormal: Neural Surface Reconstruction via Multi-View Normal Integration
We present SuperNormal, a fast, high-fidelity approach to multi-view 3D reconstruction using surface normal maps. With a few minutes, SuperNormal produces detailed surfaces on par with 3D scanners. We harness volume rendering to optimize a neural signed distance function (SDF) powered by multi-resolution hash encoding. To accelerate training, we propose directional finite difference and patch-based ray marching to approximate the SDF gradients numerically. While not compromising reconstruction quality, this strategy is nearly twice as efficient as analytical gradients and about three times faster than axis-aligned finite difference. Experiments on the benchmark dataset demonstrate the superiority of SuperNormal in efficiency and accuracy compared to existing multi-view photometric stereo methods. On our captured objects, SuperNormal produces more fine-grained geometry than recent neural 3D reconstruction methods.
Unified Multivariate Gaussian Mixture for Efficient Neural Image Compression
Modeling latent variables with priors and hyperpriors is an essential problem in variational image compression. Formally, trade-off between rate and distortion is handled well if priors and hyperpriors precisely describe latent variables. Current practices only adopt univariate priors and process each variable individually. However, we find inter-correlations and intra-correlations exist when observing latent variables in a vectorized perspective. These findings reveal visual redundancies to improve rate-distortion performance and parallel processing ability to speed up compression. This encourages us to propose a novel vectorized prior. Specifically, a multivariate Gaussian mixture is proposed with means and covariances to be estimated. Then, a novel probabilistic vector quantization is utilized to effectively approximate means, and remaining covariances are further induced to a unified mixture and solved by cascaded estimation without context models involved. Furthermore, codebooks involved in quantization are extended to multi-codebooks for complexity reduction, which formulates an efficient compression procedure. Extensive experiments on benchmark datasets against state-of-the-art indicate our model has better rate-distortion performance and an impressive 3.18times compression speed up, giving us the ability to perform real-time, high-quality variational image compression in practice. Our source code is publicly available at https://github.com/xiaosu-zhu/McQuic.
Redesigning Multi-Scale Neural Network for Crowd Counting
Perspective distortions and crowd variations make crowd counting a challenging task in computer vision. To tackle it, many previous works have used multi-scale architecture in deep neural networks (DNNs). Multi-scale branches can be either directly merged (e.g. by concatenation) or merged through the guidance of proxies (e.g. attentions) in the DNNs. Despite their prevalence, these combination methods are not sophisticated enough to deal with the per-pixel performance discrepancy over multi-scale density maps. In this work, we redesign the multi-scale neural network by introducing a hierarchical mixture of density experts, which hierarchically merges multi-scale density maps for crowd counting. Within the hierarchical structure, an expert competition and collaboration scheme is presented to encourage contributions from all scales; pixel-wise soft gating nets are introduced to provide pixel-wise soft weights for scale combinations in different hierarchies. The network is optimized using both the crowd density map and the local counting map, where the latter is obtained by local integration on the former. Optimizing both can be problematic because of their potential conflicts. We introduce a new relative local counting loss based on relative count differences among hard-predicted local regions in an image, which proves to be complementary to the conventional absolute error loss on the density map. Experiments show that our method achieves the state-of-the-art performance on five public datasets, i.e. ShanghaiTech, UCF_CC_50, JHU-CROWD++, NWPU-Crowd and Trancos.
M-VAR: Decoupled Scale-wise Autoregressive Modeling for High-Quality Image Generation
There exists recent work in computer vision, named VAR, that proposes a new autoregressive paradigm for image generation. Diverging from the vanilla next-token prediction, VAR structurally reformulates the image generation into a coarse to fine next-scale prediction. In this paper, we show that this scale-wise autoregressive framework can be effectively decoupled into intra-scale modeling, which captures local spatial dependencies within each scale, and inter-scale modeling, which models cross-scale relationships progressively from coarse-to-fine scales. This decoupling structure allows to rebuild VAR in a more computationally efficient manner. Specifically, for intra-scale modeling -- crucial for generating high-fidelity images -- we retain the original bidirectional self-attention design to ensure comprehensive modeling; for inter-scale modeling, which semantically connects different scales but is computationally intensive, we apply linear-complexity mechanisms like Mamba to substantially reduce computational overhead. We term this new framework M-VAR. Extensive experiments demonstrate that our method outperforms existing models in both image quality and generation speed. For example, our 1.5B model, with fewer parameters and faster inference speed, outperforms the largest VAR-d30-2B. Moreover, our largest model M-VAR-d32 impressively registers 1.78 FID on ImageNet 256times256 and outperforms the prior-art autoregressive models LlamaGen/VAR by 0.4/0.19 and popular diffusion models LDM/DiT by 1.82/0.49, respectively. Code is avaiable at https://github.com/OliverRensu/MVAR.
CAT4D: Create Anything in 4D with Multi-View Video Diffusion Models
We present CAT4D, a method for creating 4D (dynamic 3D) scenes from monocular video. CAT4D leverages a multi-view video diffusion model trained on a diverse combination of datasets to enable novel view synthesis at any specified camera poses and timestamps. Combined with a novel sampling approach, this model can transform a single monocular video into a multi-view video, enabling robust 4D reconstruction via optimization of a deformable 3D Gaussian representation. We demonstrate competitive performance on novel view synthesis and dynamic scene reconstruction benchmarks, and highlight the creative capabilities for 4D scene generation from real or generated videos. See our project page for results and interactive demos: cat-4d.github.io.
4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes
We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.
Scale-MAE: A Scale-Aware Masked Autoencoder for Multiscale Geospatial Representation Learning
Large, pretrained models are commonly finetuned with imagery that is heavily augmented to mimic different conditions and scales, with the resulting models used for various tasks with imagery from a range of spatial scales. Such models overlook scale-specific information in the data for scale-dependent domains, such as remote sensing. In this paper, we present Scale-MAE, a pretraining method that explicitly learns relationships between data at different, known scales throughout the pretraining process. Scale-MAE pretrains a network by masking an input image at a known input scale, where the area of the Earth covered by the image determines the scale of the ViT positional encoding, not the image resolution. Scale-MAE encodes the masked image with a standard ViT backbone, and then decodes the masked image through a bandpass filter to reconstruct low/high frequency images at lower/higher scales. We find that tasking the network with reconstructing both low/high frequency images leads to robust multiscale representations for remote sensing imagery. Scale-MAE achieves an average of a 2.4 - 5.6% non-parametric kNN classification improvement across eight remote sensing datasets compared to current state-of-the-art and obtains a 0.9 mIoU to 1.7 mIoU improvement on the SpaceNet building segmentation transfer task for a range of evaluation scales.
Interactive4D: Interactive 4D LiDAR Segmentation
Interactive segmentation has an important role in facilitating the annotation process of future LiDAR datasets. Existing approaches sequentially segment individual objects at each LiDAR scan, repeating the process throughout the entire sequence, which is redundant and ineffective. In this work, we propose interactive 4D segmentation, a new paradigm that allows segmenting multiple objects on multiple LiDAR scans simultaneously, and Interactive4D, the first interactive 4D segmentation model that segments multiple objects on superimposed consecutive LiDAR scans in a single iteration by utilizing the sequential nature of LiDAR data. While performing interactive segmentation, our model leverages the entire space-time volume, leading to more efficient segmentation. Operating on the 4D volume, it directly provides consistent instance IDs over time and also simplifies tracking annotations. Moreover, we show that click simulations are crucial for successful model training on LiDAR point clouds. To this end, we design a click simulation strategy that is better suited for the characteristics of LiDAR data. To demonstrate its accuracy and effectiveness, we evaluate Interactive4D on multiple LiDAR datasets, where Interactive4D achieves a new state-of-the-art by a large margin. We publicly release the code and models at https://vision.rwth-aachen.de/Interactive4D.
AMT: All-Pairs Multi-Field Transforms for Efficient Frame Interpolation
We present All-Pairs Multi-Field Transforms (AMT), a new network architecture for video frame interpolation. It is based on two essential designs. First, we build bidirectional correlation volumes for all pairs of pixels, and use the predicted bilateral flows to retrieve correlations for updating both flows and the interpolated content feature. Second, we derive multiple groups of fine-grained flow fields from one pair of updated coarse flows for performing backward warping on the input frames separately. Combining these two designs enables us to generate promising task-oriented flows and reduce the difficulties in modeling large motions and handling occluded areas during frame interpolation. These qualities promote our model to achieve state-of-the-art performance on various benchmarks with high efficiency. Moreover, our convolution-based model competes favorably compared to Transformer-based models in terms of accuracy and efficiency. Our code is available at https://github.com/MCG-NKU/AMT.
4DNeX: Feed-Forward 4D Generative Modeling Made Easy
We present 4DNeX, the first feed-forward framework for generating 4D (i.e., dynamic 3D) scene representations from a single image. In contrast to existing methods that rely on computationally intensive optimization or require multi-frame video inputs, 4DNeX enables efficient, end-to-end image-to-4D generation by fine-tuning a pretrained video diffusion model. Specifically, 1) to alleviate the scarcity of 4D data, we construct 4DNeX-10M, a large-scale dataset with high-quality 4D annotations generated using advanced reconstruction approaches. 2) we introduce a unified 6D video representation that jointly models RGB and XYZ sequences, facilitating structured learning of both appearance and geometry. 3) we propose a set of simple yet effective adaptation strategies to repurpose pretrained video diffusion models for 4D modeling. 4DNeX produces high-quality dynamic point clouds that enable novel-view video synthesis. Extensive experiments demonstrate that 4DNeX outperforms existing 4D generation methods in efficiency and generalizability, offering a scalable solution for image-to-4D modeling and laying the foundation for generative 4D world models that simulate dynamic scene evolution.
CSTS: A Benchmark for the Discovery of Correlation Structures in Time Series Clustering
Time series clustering promises to uncover hidden structural patterns in data with applications across healthcare, finance, industrial systems, and other critical domains. However, without validated ground truth information, researchers cannot objectively assess clustering quality or determine whether poor results stem from absent structures in the data, algorithmic limitations, or inappropriate validation methods, raising the question whether clustering is "more art than science" (Guyon et al., 2009). To address these challenges, we introduce CSTS (Correlation Structures in Time Series), a synthetic benchmark for evaluating the discovery of correlation structures in multivariate time series data. CSTS provides a clean benchmark that enables researchers to isolate and identify specific causes of clustering failures by differentiating between correlation structure deterioration and limitations of clustering algorithms and validation methods. Our contributions are: (1) a comprehensive benchmark for correlation structure discovery with distinct correlation structures, systematically varied data conditions, established performance thresholds, and recommended evaluation protocols; (2) empirical validation of correlation structure preservation showing moderate distortion from downsampling and minimal effects from distribution shifts and sparsification; and (3) an extensible data generation framework enabling structure-first clustering evaluation. A case study demonstrates CSTS's practical utility by identifying an algorithm's previously undocumented sensitivity to non-normal distributions, illustrating how the benchmark enables precise diagnosis of methodological limitations. CSTS advances rigorous evaluation standards for correlation-based time series clustering.
GFlow: Recovering 4D World from Monocular Video
Reconstructing 4D scenes from video inputs is a crucial yet challenging task. Conventional methods usually rely on the assumptions of multi-view video inputs, known camera parameters, or static scenes, all of which are typically absent under in-the-wild scenarios. In this paper, we relax all these constraints and tackle a highly ambitious but practical task, which we termed as AnyV4D: we assume only one monocular video is available without any camera parameters as input, and we aim to recover the dynamic 4D world alongside the camera poses. To this end, we introduce GFlow, a new framework that utilizes only 2D priors (depth and optical flow) to lift a video (3D) to a 4D explicit representation, entailing a flow of Gaussian splatting through space and time. GFlow first clusters the scene into still and moving parts, then applies a sequential optimization process that optimizes camera poses and the dynamics of 3D Gaussian points based on 2D priors and scene clustering, ensuring fidelity among neighboring points and smooth movement across frames. Since dynamic scenes always introduce new content, we also propose a new pixel-wise densification strategy for Gaussian points to integrate new visual content. Moreover, GFlow transcends the boundaries of mere 4D reconstruction; it also enables tracking of any points across frames without the need for prior training and segments moving objects from the scene in an unsupervised way. Additionally, the camera poses of each frame can be derived from GFlow, allowing for rendering novel views of a video scene through changing camera pose. By employing the explicit representation, we may readily conduct scene-level or object-level editing as desired, underscoring its versatility and power. Visit our project website at: https://littlepure2333.github.io/GFlow
GRAM-HD: 3D-Consistent Image Generation at High Resolution with Generative Radiance Manifolds
Recent works have shown that 3D-aware GANs trained on unstructured single image collections can generate multiview images of novel instances. The key underpinnings to achieve this are a 3D radiance field generator and a volume rendering process. However, existing methods either cannot generate high-resolution images (e.g., up to 256X256) due to the high computation cost of neural volume rendering, or rely on 2D CNNs for image-space upsampling which jeopardizes the 3D consistency across different views. This paper proposes a novel 3D-aware GAN that can generate high resolution images (up to 1024X1024) while keeping strict 3D consistency as in volume rendering. Our motivation is to achieve super-resolution directly in the 3D space to preserve 3D consistency. We avoid the otherwise prohibitively-expensive computation cost by applying 2D convolutions on a set of 2D radiance manifolds defined in the recent generative radiance manifold (GRAM) approach, and apply dedicated loss functions for effective GAN training at high resolution. Experiments on FFHQ and AFHQv2 datasets show that our method can produce high-quality 3D-consistent results that significantly outperform existing methods.
MuRF: Multi-Baseline Radiance Fields
We present Multi-Baseline Radiance Fields (MuRF), a general feed-forward approach to solving sparse view synthesis under multiple different baseline settings (small and large baselines, and different number of input views). To render a target novel view, we discretize the 3D space into planes parallel to the target image plane, and accordingly construct a target view frustum volume. Such a target volume representation is spatially aligned with the target view, which effectively aggregates relevant information from the input views for high-quality rendering. It also facilitates subsequent radiance field regression with a convolutional network thanks to its axis-aligned nature. The 3D context modeled by the convolutional network enables our method to synthesis sharper scene structures than prior works. Our MuRF achieves state-of-the-art performance across multiple different baseline settings and diverse scenarios ranging from simple objects (DTU) to complex indoor and outdoor scenes (RealEstate10K and LLFF). We also show promising zero-shot generalization abilities on the Mip-NeRF 360 dataset, demonstrating the general applicability of MuRF.
HAC++: Towards 100X Compression of 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has emerged as a promising framework for novel view synthesis, boasting rapid rendering speed with high fidelity. However, the substantial Gaussians and their associated attributes necessitate effective compression techniques. Nevertheless, the sparse and unorganized nature of the point cloud of Gaussians (or anchors in our paper) presents challenges for compression. To achieve a compact size, we propose HAC++, which leverages the relationships between unorganized anchors and a structured hash grid, utilizing their mutual information for context modeling. Additionally, HAC++ captures intra-anchor contextual relationships to further enhance compression performance. To facilitate entropy coding, we utilize Gaussian distributions to precisely estimate the probability of each quantized attribute, where an adaptive quantization module is proposed to enable high-precision quantization of these attributes for improved fidelity restoration. Moreover, we incorporate an adaptive masking strategy to eliminate invalid Gaussians and anchors. Overall, HAC++ achieves a remarkable size reduction of over 100X compared to vanilla 3DGS when averaged on all datasets, while simultaneously improving fidelity. It also delivers more than 20X size reduction compared to Scaffold-GS. Our code is available at https://github.com/YihangChen-ee/HAC-plus.
Multi-scale fMRI time series analysis for understanding neurodegeneration in MCI
In this study, we present a technique that spans multi-scale views (global scale -- meaning brain network-level and local scale -- examining each individual ROI that constitutes the network) applied to resting-state fMRI volumes. Deep learning based classification is utilized in understanding neurodegeneration. The novelty of the proposed approach lies in utilizing two extreme scales of analysis. One branch considers the entire network within graph-analysis framework. Concurrently, the second branch scrutinizes each ROI within a network independently, focusing on evolution of dynamics. For each subject, graph-based approach employs partial correlation to profile the subject in a single graph where each ROI is a node, providing insights into differences in levels of participation. In contrast, non-linear analysis employs recurrence plots to profile a subject as a multichannel 2D image, revealing distinctions in underlying dynamics. The proposed approach is employed for classification of a cohort of 50 healthy control (HC) and 50 Mild Cognitive Impairment (MCI), sourced from ADNI dataset. Results point to: (1) reduced activity in ROIs such as PCC in MCI (2) greater activity in occipital in MCI, which is not seen in HC (3) when analysed for dynamics, all ROIs in MCI show greater predictability in time-series.
Dense Prediction with Attentive Feature Aggregation
Aggregating information from features across different layers is an essential operation for dense prediction models. Despite its limited expressiveness, feature concatenation dominates the choice of aggregation operations. In this paper, we introduce Attentive Feature Aggregation (AFA) to fuse different network layers with more expressive non-linear operations. AFA exploits both spatial and channel attention to compute weighted average of the layer activations. Inspired by neural volume rendering, we extend AFA with Scale-Space Rendering (SSR) to perform late fusion of multi-scale predictions. AFA is applicable to a wide range of existing network designs. Our experiments show consistent and significant improvements on challenging semantic segmentation benchmarks, including Cityscapes, BDD100K, and Mapillary Vistas, at negligible computational and parameter overhead. In particular, AFA improves the performance of the Deep Layer Aggregation (DLA) model by nearly 6% mIoU on Cityscapes. Our experimental analyses show that AFA learns to progressively refine segmentation maps and to improve boundary details, leading to new state-of-the-art results on boundary detection benchmarks on BSDS500 and NYUDv2. Code and video resources are available at http://vis.xyz/pub/dla-afa.
EG4D: Explicit Generation of 4D Object without Score Distillation
In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose DG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative results and user preference study demonstrate that our framework outperforms the baselines in generation quality by a considerable margin. Code will be released at https://github.com/jasongzy/EG4D.
TED-4DGS: Temporally Activated and Embedding-based Deformation for 4DGS Compression
Building on the success of 3D Gaussian Splatting (3DGS) in static 3D scene representation, its extension to dynamic scenes, commonly referred to as 4DGS or dynamic 3DGS, has attracted increasing attention. However, designing more compact and efficient deformation schemes together with rate-distortion-optimized compression strategies for dynamic 3DGS representations remains an underexplored area. Prior methods either rely on space-time 4DGS with overspecified, short-lived Gaussian primitives or on canonical 3DGS with deformation that lacks explicit temporal control. To address this, we present TED-4DGS, a temporally activated and embedding-based deformation scheme for rate-distortion-optimized 4DGS compression that unifies the strengths of both families. TED-4DGS is built on a sparse anchor-based 3DGS representation. Each canonical anchor is assigned learnable temporal-activation parameters to specify its appearance and disappearance transitions over time, while a lightweight per-anchor temporal embedding queries a shared deformation bank to produce anchor-specific deformation. For rate-distortion compression, we incorporate an implicit neural representation (INR)-based hyperprior to model anchor attribute distributions, along with a channel-wise autoregressive model to capture intra-anchor correlations. With these novel elements, our scheme achieves state-of-the-art rate-distortion performance on several real-world datasets. To the best of our knowledge, this work represents one of the first attempts to pursue a rate-distortion-optimized compression framework for dynamic 3DGS representations.
X^{2}-Gaussian: 4D Radiative Gaussian Splatting for Continuous-time Tomographic Reconstruction
Four-dimensional computed tomography (4D CT) reconstruction is crucial for capturing dynamic anatomical changes but faces inherent limitations from conventional phase-binning workflows. Current methods discretize temporal resolution into fixed phases with respiratory gating devices, introducing motion misalignment and restricting clinical practicality. In this paper, We propose X^2-Gaussian, a novel framework that enables continuous-time 4D-CT reconstruction by integrating dynamic radiative Gaussian splatting with self-supervised respiratory motion learning. Our approach models anatomical dynamics through a spatiotemporal encoder-decoder architecture that predicts time-varying Gaussian deformations, eliminating phase discretization. To remove dependency on external gating devices, we introduce a physiology-driven periodic consistency loss that learns patient-specific breathing cycles directly from projections via differentiable optimization. Extensive experiments demonstrate state-of-the-art performance, achieving a 9.93 dB PSNR gain over traditional methods and 2.25 dB improvement against prior Gaussian splatting techniques. By unifying continuous motion modeling with hardware-free period learning, X^2-Gaussian advances high-fidelity 4D CT reconstruction for dynamic clinical imaging. Project website at: https://x2-gaussian.github.io/.
Efficient View Synthesis and 3D-based Multi-Frame Denoising with Multiplane Feature Representations
While current multi-frame restoration methods combine information from multiple input images using 2D alignment techniques, recent advances in novel view synthesis are paving the way for a new paradigm relying on volumetric scene representations. In this work, we introduce the first 3D-based multi-frame denoising method that significantly outperforms its 2D-based counterparts with lower computational requirements. Our method extends the multiplane image (MPI) framework for novel view synthesis by introducing a learnable encoder-renderer pair manipulating multiplane representations in feature space. The encoder fuses information across views and operates in a depth-wise manner while the renderer fuses information across depths and operates in a view-wise manner. The two modules are trained end-to-end and learn to separate depths in an unsupervised way, giving rise to Multiplane Feature (MPF) representations. Experiments on the Spaces and Real Forward-Facing datasets as well as on raw burst data validate our approach for view synthesis, multi-frame denoising, and view synthesis under noisy conditions.
7DGS: Unified Spatial-Temporal-Angular Gaussian Splatting
Real-time rendering of dynamic scenes with view-dependent effects remains a fundamental challenge in computer graphics. While recent advances in Gaussian Splatting have shown promising results separately handling dynamic scenes (4DGS) and view-dependent effects (6DGS), no existing method unifies these capabilities while maintaining real-time performance. We present 7D Gaussian Splatting (7DGS), a unified framework representing scene elements as seven-dimensional Gaussians spanning position (3D), time (1D), and viewing direction (3D). Our key contribution is an efficient conditional slicing mechanism that transforms 7D Gaussians into view- and time-conditioned 3D Gaussians, maintaining compatibility with existing 3D Gaussian Splatting pipelines while enabling joint optimization. Experiments demonstrate that 7DGS outperforms prior methods by up to 7.36 dB in PSNR while achieving real-time rendering (401 FPS) on challenging dynamic scenes with complex view-dependent effects. The project page is: https://gaozhongpai.github.io/7dgs/.
Explicit Correspondence Matching for Generalizable Neural Radiance Fields
We present a new generalizable NeRF method that is able to directly generalize to new unseen scenarios and perform novel view synthesis with as few as two source views. The key to our approach lies in the explicitly modeled correspondence matching information, so as to provide the geometry prior to the prediction of NeRF color and density for volume rendering. The explicit correspondence matching is quantified with the cosine similarity between image features sampled at the 2D projections of a 3D point on different views, which is able to provide reliable cues about the surface geometry. Unlike previous methods where image features are extracted independently for each view, we consider modeling the cross-view interactions via Transformer cross-attention, which greatly improves the feature matching quality. Our method achieves state-of-the-art results on different evaluation settings, with the experiments showing a strong correlation between our learned cosine feature similarity and volume density, demonstrating the effectiveness and superiority of our proposed method. Code is at https://github.com/donydchen/matchnerf
Iterative Geometry Encoding Volume for Stereo Matching
Recurrent All-Pairs Field Transforms (RAFT) has shown great potentials in matching tasks. However, all-pairs correlations lack non-local geometry knowledge and have difficulties tackling local ambiguities in ill-posed regions. In this paper, we propose Iterative Geometry Encoding Volume (IGEV-Stereo), a new deep network architecture for stereo matching. The proposed IGEV-Stereo builds a combined geometry encoding volume that encodes geometry and context information as well as local matching details, and iteratively indexes it to update the disparity map. To speed up the convergence, we exploit GEV to regress an accurate starting point for ConvGRUs iterations. Our IGEV-Stereo ranks 1^{st} on KITTI 2015 and 2012 (Reflective) among all published methods and is the fastest among the top 10 methods. In addition, IGEV-Stereo has strong cross-dataset generalization as well as high inference efficiency. We also extend our IGEV to multi-view stereo (MVS), i.e. IGEV-MVS, which achieves competitive accuracy on DTU benchmark. Code is available at https://github.com/gangweiX/IGEV.
Towards a clinically accessible radiology foundation model: open-access and lightweight, with automated evaluation
The scaling laws and extraordinary performance of large foundation models motivate the development and utilization of such models in biomedicine. However, despite early promising results on some biomedical benchmarks, there are still major challenges that need to be addressed before these models can be used in real-world clinics. Frontier general-domain models such as GPT-4V still have significant performance gaps in multimodal biomedical applications. More importantly, less-acknowledged pragmatic issues, including accessibility, model cost, and tedious manual evaluation make it hard for clinicians to use state-of-the-art large models directly on private patient data. Here, we explore training open-source small multimodal models (SMMs) to bridge competency gaps for unmet clinical needs in radiology. To maximize data efficiency, we adopt a modular approach by incorporating state-of-the-art pre-trained models for image and text modalities, and focusing on training a lightweight adapter to ground each modality to the text embedding space, as exemplified by LLaVA-Med. For training, we assemble a large dataset of over 697 thousand radiology image-text pairs. For evaluation, we propose CheXprompt, a GPT-4-based metric for factuality evaluation, and demonstrate its parity with expert evaluation. For best practice, we conduct a systematic ablation study on various choices in data engineering and multimodal training. The resulting LlaVA-Rad (7B) model attains state-of-the-art results on standard radiology tasks such as report generation and cross-modal retrieval, even outperforming much larger models such as GPT-4V and Med-PaLM M (84B). The inference of LlaVA-Rad is fast and can be performed on a single V100 GPU in private settings, offering a promising state-of-the-art tool for real-world clinical applications.
When Do We Not Need Larger Vision Models?
Scaling up the size of vision models has been the de facto standard to obtain more powerful visual representations. In this work, we discuss the point beyond which larger vision models are not necessary. First, we demonstrate the power of Scaling on Scales (S^2), whereby a pre-trained and frozen smaller vision model (e.g., ViT-B or ViT-L), run over multiple image scales, can outperform larger models (e.g., ViT-H or ViT-G) on classification, segmentation, depth estimation, Multimodal LLM (MLLM) benchmarks, and robotic manipulation. Notably, S^2 achieves state-of-the-art performance in detailed understanding of MLLM on the V* benchmark, surpassing models such as GPT-4V. We examine the conditions under which S^2 is a preferred scaling approach compared to scaling on model size. While larger models have the advantage of better generalization on hard examples, we show that features of larger vision models can be well approximated by those of multi-scale smaller models. This suggests most, if not all, of the representations learned by current large pre-trained models can also be obtained from multi-scale smaller models. Our results show that a multi-scale smaller model has comparable learning capacity to a larger model, and pre-training smaller models with S^2 can match or even exceed the advantage of larger models. We release a Python package that can apply S^2 on any vision model with one line of code: https://github.com/bfshi/scaling_on_scales.
C2F2NeUS: Cascade Cost Frustum Fusion for High Fidelity and Generalizable Neural Surface Reconstruction
There is an emerging effort to combine the two popular 3D frameworks using Multi-View Stereo (MVS) and Neural Implicit Surfaces (NIS) with a specific focus on the few-shot / sparse view setting. In this paper, we introduce a novel integration scheme that combines the multi-view stereo with neural signed distance function representations, which potentially overcomes the limitations of both methods. MVS uses per-view depth estimation and cross-view fusion to generate accurate surfaces, while NIS relies on a common coordinate volume. Based on this strategy, we propose to construct per-view cost frustum for finer geometry estimation, and then fuse cross-view frustums and estimate the implicit signed distance functions to tackle artifacts that are due to noise and holes in the produced surface reconstruction. We further apply a cascade frustum fusion strategy to effectively captures global-local information and structural consistency. Finally, we apply cascade sampling and a pseudo-geometric loss to foster stronger integration between the two architectures. Extensive experiments demonstrate that our method reconstructs robust surfaces and outperforms existing state-of-the-art methods.
Depthwise Convolution is All You Need for Learning Multiple Visual Domains
There is a growing interest in designing models that can deal with images from different visual domains. If there exists a universal structure in different visual domains that can be captured via a common parameterization, then we can use a single model for all domains rather than one model per domain. A model aware of the relationships between different domains can also be trained to work on new domains with less resources. However, to identify the reusable structure in a model is not easy. In this paper, we propose a multi-domain learning architecture based on depthwise separable convolution. The proposed approach is based on the assumption that images from different domains share cross-channel correlations but have domain-specific spatial correlations. The proposed model is compact and has minimal overhead when being applied to new domains. Additionally, we introduce a gating mechanism to promote soft sharing between different domains. We evaluate our approach on Visual Decathlon Challenge, a benchmark for testing the ability of multi-domain models. The experiments show that our approach can achieve the highest score while only requiring 50% of the parameters compared with the state-of-the-art approaches.
What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANs
3D-aware Generative Adversarial Networks (GANs) have shown remarkable progress in learning to generate multi-view-consistent images and 3D geometries of scenes from collections of 2D images via neural volume rendering. Yet, the significant memory and computational costs of dense sampling in volume rendering have forced 3D GANs to adopt patch-based training or employ low-resolution rendering with post-processing 2D super resolution, which sacrifices multiview consistency and the quality of resolved geometry. Consequently, 3D GANs have not yet been able to fully resolve the rich 3D geometry present in 2D images. In this work, we propose techniques to scale neural volume rendering to the much higher resolution of native 2D images, thereby resolving fine-grained 3D geometry with unprecedented detail. Our approach employs learning-based samplers for accelerating neural rendering for 3D GAN training using up to 5 times fewer depth samples. This enables us to explicitly "render every pixel" of the full-resolution image during training and inference without post-processing superresolution in 2D. Together with our strategy to learn high-quality surface geometry, our method synthesizes high-resolution 3D geometry and strictly view-consistent images while maintaining image quality on par with baselines relying on post-processing super resolution. We demonstrate state-of-the-art 3D gemetric quality on FFHQ and AFHQ, setting a new standard for unsupervised learning of 3D shapes in 3D GANs.
OmniWorld: A Multi-Domain and Multi-Modal Dataset for 4D World Modeling
The field of 4D world modeling - aiming to jointly capture spatial geometry and temporal dynamics - has witnessed remarkable progress in recent years, driven by advances in large-scale generative models and multimodal learning. However, the development of truly general 4D world models remains fundamentally constrained by the availability of high-quality data. Existing datasets and benchmarks often lack the dynamic complexity, multi-domain diversity, and spatial-temporal annotations required to support key tasks such as 4D geometric reconstruction, future prediction, and camera-control video generation. To address this gap, we introduce OmniWorld, a large-scale, multi-domain, multi-modal dataset specifically designed for 4D world modeling. OmniWorld consists of a newly collected OmniWorld-Game dataset and several curated public datasets spanning diverse domains. Compared with existing synthetic datasets, OmniWorld-Game provides richer modality coverage, larger scale, and more realistic dynamic interactions. Based on this dataset, we establish a challenging benchmark that exposes the limitations of current state-of-the-art (SOTA) approaches in modeling complex 4D environments. Moreover, fine-tuning existing SOTA methods on OmniWorld leads to significant performance gains across 4D reconstruction and video generation tasks, strongly validating OmniWorld as a powerful resource for training and evaluation. We envision OmniWorld as a catalyst for accelerating the development of general-purpose 4D world models, ultimately advancing machines' holistic understanding of the physical world.
Multi-Scale Representations by Varying Window Attention for Semantic Segmentation
Multi-scale learning is central to semantic segmentation. We visualize the effective receptive field (ERF) of canonical multi-scale representations and point out two risks in learning them: scale inadequacy and field inactivation. A novel multi-scale learner, varying window attention (VWA), is presented to address these issues. VWA leverages the local window attention (LWA) and disentangles LWA into the query window and context window, allowing the context's scale to vary for the query to learn representations at multiple scales. However, varying the context to large-scale windows (enlarging ratio R) can significantly increase the memory footprint and computation cost (R^2 times larger than LWA). We propose a simple but professional re-scaling strategy to zero the extra induced cost without compromising performance. Consequently, VWA uses the same cost as LWA to overcome the receptive limitation of the local window. Furthermore, depending on VWA and employing various MLPs, we introduce a multi-scale decoder (MSD), VWFormer, to improve multi-scale representations for semantic segmentation. VWFormer achieves efficiency competitive with the most compute-friendly MSDs, like FPN and MLP decoder, but performs much better than any MSDs. For instance, using nearly half of UPerNet's computation, VWFormer outperforms it by 1.0%-2.5% mIoU on ADE20K. With little extra overhead, ~10G FLOPs, Mask2Former armed with VWFormer improves by 1.0%-1.3%. The code and models are available at https://github.com/yan-hao-tian/vw
Geo4D: Leveraging Video Generators for Geometric 4D Scene Reconstruction
We introduce Geo4D, a method to repurpose video diffusion models for monocular 3D reconstruction of dynamic scenes. By leveraging the strong dynamic prior captured by such video models, Geo4D can be trained using only synthetic data while generalizing well to real data in a zero-shot manner. Geo4D predicts several complementary geometric modalities, namely point, depth, and ray maps. It uses a new multi-modal alignment algorithm to align and fuse these modalities, as well as multiple sliding windows, at inference time, thus obtaining robust and accurate 4D reconstruction of long videos. Extensive experiments across multiple benchmarks show that Geo4D significantly surpasses state-of-the-art video depth estimation methods, including recent methods such as MonST3R, which are also designed to handle dynamic scenes.
Animate3D: Animating Any 3D Model with Multi-view Video Diffusion
Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.
Generative Powers of Ten
We present a method that uses a text-to-image model to generate consistent content across multiple image scales, enabling extreme semantic zooms into a scene, e.g., ranging from a wide-angle landscape view of a forest to a macro shot of an insect sitting on one of the tree branches. We achieve this through a joint multi-scale diffusion sampling approach that encourages consistency across different scales while preserving the integrity of each individual sampling process. Since each generated scale is guided by a different text prompt, our method enables deeper levels of zoom than traditional super-resolution methods that may struggle to create new contextual structure at vastly different scales. We compare our method qualitatively with alternative techniques in image super-resolution and outpainting, and show that our method is most effective at generating consistent multi-scale content.
Hyperbolic Category Discovery
Generalized Category Discovery (GCD) is an intriguing open-world problem that has garnered increasing attention. Given a dataset that includes both labelled and unlabelled images, GCD aims to categorize all images in the unlabelled subset, regardless of whether they belong to known or unknown classes. In GCD, the common practice typically involves applying a spherical projection operator at the end of the self-supervised pretrained backbone, operating within Euclidean or spherical space. However, both of these spaces have been shown to be suboptimal for encoding samples that possesses hierarchical structures. In contrast, hyperbolic space exhibits exponential volume growth relative to radius, making it inherently strong at capturing the hierarchical structure of samples from both seen and unseen categories. Therefore, we propose to tackle the category discovery challenge in the hyperbolic space. We introduce HypCD, a simple Hyperbolic framework for learning hierarchy-aware representations and classifiers for generalized Category Discovery. HypCD first transforms the Euclidean embedding space of the backbone network into hyperbolic space, facilitating subsequent representation and classification learning by considering both hyperbolic distance and the angle between samples. This approach is particularly helpful for knowledge transfer from known to unknown categories in GCD. We thoroughly evaluate HypCD on public GCD benchmarks, by applying it to various baseline and state-of-the-art methods, consistently achieving significant improvements.
VoxelKP: A Voxel-based Network Architecture for Human Keypoint Estimation in LiDAR Data
We present VoxelKP, a novel fully sparse network architecture tailored for human keypoint estimation in LiDAR data. The key challenge is that objects are distributed sparsely in 3D space, while human keypoint detection requires detailed local information wherever humans are present. We propose four novel ideas in this paper. First, we propose sparse selective kernels to capture multi-scale context. Second, we introduce sparse box-attention to focus on learning spatial correlations between keypoints within each human instance. Third, we incorporate a spatial encoding to leverage absolute 3D coordinates when projecting 3D voxels to a 2D grid encoding a bird's eye view. Finally, we propose hybrid feature learning to combine the processing of per-voxel features with sparse convolution. We evaluate our method on the Waymo dataset and achieve an improvement of 27% on the MPJPE metric compared to the state-of-the-art, HUM3DIL, trained on the same data, and 12% against the state-of-the-art, GC-KPL, pretrained on a 25times larger dataset. To the best of our knowledge, VoxelKP is the first single-staged, fully sparse network that is specifically designed for addressing the challenging task of 3D keypoint estimation from LiDAR data, achieving state-of-the-art performances. Our code is available at https://github.com/shijianjian/VoxelKP.
MVD^2: Efficient Multiview 3D Reconstruction for Multiview Diffusion
As a promising 3D generation technique, multiview diffusion (MVD) has received a lot of attention due to its advantages in terms of generalizability, quality, and efficiency. By finetuning pretrained large image diffusion models with 3D data, the MVD methods first generate multiple views of a 3D object based on an image or text prompt and then reconstruct 3D shapes with multiview 3D reconstruction. However, the sparse views and inconsistent details in the generated images make 3D reconstruction challenging. We present MVD^2, an efficient 3D reconstruction method for multiview diffusion (MVD) images. MVD^2 aggregates image features into a 3D feature volume by projection and convolution and then decodes volumetric features into a 3D mesh. We train MVD^2 with 3D shape collections and MVD images prompted by rendered views of 3D shapes. To address the discrepancy between the generated multiview images and ground-truth views of the 3D shapes, we design a simple-yet-efficient view-dependent training scheme. MVD^2 improves the 3D generation quality of MVD and is fast and robust to various MVD methods. After training, it can efficiently decode 3D meshes from multiview images within one second. We train MVD^2 with Zero-123++ and ObjectVerse-LVIS 3D dataset and demonstrate its superior performance in generating 3D models from multiview images generated by different MVD methods, using both synthetic and real images as prompts.
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to maintain. We introduce the 4D Gaussian Splatting (4D-GS) to achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency. An efficient deformation field is constructed to model both Gaussian motions and shape deformations. Different adjacent Gaussians are connected via a HexPlane to produce more accurate position and shape deformations. Our 4D-GS method achieves real-time rendering under high resolutions, 70 FPS at a 800times800 resolution on an RTX 3090 GPU, while maintaining comparable or higher quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture
4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.
4K4DGen: Panoramic 4D Generation at 4K Resolution
The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.
FaceCraft4D: Animated 3D Facial Avatar Generation from a Single Image
We present a novel framework for generating high-quality, animatable 4D avatar from a single image. While recent advances have shown promising results in 4D avatar creation, existing methods either require extensive multiview data or struggle with shape accuracy and identity consistency. To address these limitations, we propose a comprehensive system that leverages shape, image, and video priors to create full-view, animatable avatars. Our approach first obtains initial coarse shape through 3D-GAN inversion. Then, it enhances multiview textures using depth-guided warping signals for cross-view consistency with the help of the image diffusion model. To handle expression animation, we incorporate a video prior with synchronized driving signals across viewpoints. We further introduce a Consistent-Inconsistent training to effectively handle data inconsistencies during 4D reconstruction. Experimental results demonstrate that our method achieves superior quality compared to the prior art, while maintaining consistency across different viewpoints and expressions.
Robust Shape from Focus via Multiscale Directional Dilated Laplacian and Recurrent Network
Shape-from-Focus (SFF) is a passive depth estimation technique that infers scene depth by analyzing focus variations in a focal stack. Most recent deep learning-based SFF methods typically operate in two stages: first, they extract focus volumes (a per pixel representation of focus likelihood across the focal stack) using heavy feature encoders; then, they estimate depth via a simple one-step aggregation technique that often introduces artifacts and amplifies noise in the depth map. To address these issues, we propose a hybrid framework. Our method computes multi-scale focus volumes traditionally using handcrafted Directional Dilated Laplacian (DDL) kernels, which capture long-range and directional focus variations to form robust focus volumes. These focus volumes are then fed into a lightweight, multi-scale GRU-based depth extraction module that iteratively refines an initial depth estimate at a lower resolution for computational efficiency. Finally, a learned convex upsampling module within our recurrent network reconstructs high-resolution depth maps while preserving fine scene details and sharp boundaries. Extensive experiments on both synthetic and real-world datasets demonstrate that our approach outperforms state-of-the-art deep learning and traditional methods, achieving superior accuracy and generalization across diverse focal conditions.
SS4D: Native 4D Generative Model via Structured Spacetime Latents
We present SS4D, a native 4D generative model that synthesizes dynamic 3D objects directly from monocular video. Unlike prior approaches that construct 4D representations by optimizing over 3D or video generative models, we train a generator directly on 4D data, achieving high fidelity, temporal coherence, and structural consistency. At the core of our method is a compressed set of structured spacetime latents. Specifically, (1) To address the scarcity of 4D training data, we build on a pre-trained single-image-to-3D model, preserving strong spatial consistency. (2) Temporal consistency is enforced by introducing dedicated temporal layers that reason across frames. (3) To support efficient training and inference over long video sequences, we compress the latent sequence along the temporal axis using factorized 4D convolutions and temporal downsampling blocks. In addition, we employ a carefully designed training strategy to enhance robustness against occlusion
High resolution neural texture synthesis with long range constraints
The field of texture synthesis has witnessed important progresses over the last years, most notably through the use of Convolutional Neural Networks. However, neural synthesis methods still struggle to reproduce large scale structures, especially with high resolution textures. To address this issue, we first introduce a simple multi-resolution framework that efficiently accounts for long-range dependency. Then, we show that additional statistical constraints further improve the reproduction of textures with strong regularity. This can be achieved by constraining both the Gram matrices of a neural network and the power spectrum of the image. Alternatively one may constrain only the autocorrelation of the features of the network and drop the Gram matrices constraints. In an experimental part, the proposed methods are then extensively tested and compared to alternative approaches, both in an unsupervised way and through a user study. Experiments show the interest of the multi-scale scheme for high resolution textures and the interest of combining it with additional constraints for regular textures.
Unleashing the Potential of Multi-modal Foundation Models and Video Diffusion for 4D Dynamic Physical Scene Simulation
Realistic simulation of dynamic scenes requires accurately capturing diverse material properties and modeling complex object interactions grounded in physical principles. However, existing methods are constrained to basic material types with limited predictable parameters, making them insufficient to represent the complexity of real-world materials. We introduce a novel approach that leverages multi-modal foundation models and video diffusion to achieve enhanced 4D dynamic scene simulation. Our method utilizes multi-modal models to identify material types and initialize material parameters through image queries, while simultaneously inferring 3D Gaussian splats for detailed scene representation. We further refine these material parameters using video diffusion with a differentiable Material Point Method (MPM) and optical flow guidance rather than render loss or Score Distillation Sampling (SDS) loss. This integrated framework enables accurate prediction and realistic simulation of dynamic interactions in real-world scenarios, advancing both accuracy and flexibility in physics-based simulations.
Explaining Neural Scaling Laws
The population loss of trained deep neural networks often follows precise power-law scaling relations with either the size of the training dataset or the number of parameters in the network. We propose a theory that explains the origins of and connects these scaling laws. We identify variance-limited and resolution-limited scaling behavior for both dataset and model size, for a total of four scaling regimes. The variance-limited scaling follows simply from the existence of a well-behaved infinite data or infinite width limit, while the resolution-limited regime can be explained by positing that models are effectively resolving a smooth data manifold. In the large width limit, this can be equivalently obtained from the spectrum of certain kernels, and we present evidence that large width and large dataset resolution-limited scaling exponents are related by a duality. We exhibit all four scaling regimes in the controlled setting of large random feature and pretrained models and test the predictions empirically on a range of standard architectures and datasets. We also observe several empirical relationships between datasets and scaling exponents under modifications of task and architecture aspect ratio. Our work provides a taxonomy for classifying different scaling regimes, underscores that there can be different mechanisms driving improvements in loss, and lends insight into the microscopic origins of and relationships between scaling exponents.
Accurate and Complete Surface Reconstruction from 3D Gaussians via Direct SDF Learning
3D Gaussian Splatting (3DGS) has recently emerged as a powerful paradigm for photorealistic view synthesis, representing scenes with spatially distributed Gaussian primitives. While highly effective for rendering, achieving accurate and complete surface reconstruction remains challenging due to the unstructured nature of the representation and the absence of explicit geometric supervision. In this work, we propose DiGS, a unified framework that embeds Signed Distance Field (SDF) learning directly into the 3DGS pipeline, thereby enforcing strong and interpretable surface priors. By associating each Gaussian with a learnable SDF value, DiGS explicitly aligns primitives with underlying geometry and improves cross-view consistency. To further ensure dense and coherent coverage, we design a geometry-guided grid growth strategy that adaptively distributes Gaussians along geometry-consistent regions under a multi-scale hierarchy. Extensive experiments on standard benchmarks, including DTU, Mip-NeRF 360, and Tanks& Temples, demonstrate that DiGS consistently improves reconstruction accuracy and completeness while retaining high rendering fidelity.
Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes
This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.
Sequence Modeling with Multiresolution Convolutional Memory
Efficiently capturing the long-range patterns in sequential data sources salient to a given task -- such as classification and generative modeling -- poses a fundamental challenge. Popular approaches in the space tradeoff between the memory burden of brute-force enumeration and comparison, as in transformers, the computational burden of complicated sequential dependencies, as in recurrent neural networks, or the parameter burden of convolutional networks with many or large filters. We instead take inspiration from wavelet-based multiresolution analysis to define a new building block for sequence modeling, which we call a MultiresLayer. The key component of our model is the multiresolution convolution, capturing multiscale trends in the input sequence. Our MultiresConv can be implemented with shared filters across a dilated causal convolution tree. Thus it garners the computational advantages of convolutional networks and the principled theoretical motivation of wavelet decompositions. Our MultiresLayer is straightforward to implement, requires significantly fewer parameters, and maintains at most a O(Nlog N) memory footprint for a length N sequence. Yet, by stacking such layers, our model yields state-of-the-art performance on a number of sequence classification and autoregressive density estimation tasks using CIFAR-10, ListOps, and PTB-XL datasets.
SV4D 2.0: Enhancing Spatio-Temporal Consistency in Multi-View Video Diffusion for High-Quality 4D Generation
We present Stable Video 4D 2.0 (SV4D 2.0), a multi-view video diffusion model for dynamic 3D asset generation. Compared to its predecessor SV4D, SV4D 2.0 is more robust to occlusions and large motion, generalizes better to real-world videos, and produces higher-quality outputs in terms of detail sharpness and spatio-temporal consistency. We achieve this by introducing key improvements in multiple aspects: 1) network architecture: eliminating the dependency of reference multi-views and designing blending mechanism for 3D and frame attention, 2) data: enhancing quality and quantity of training data, 3) training strategy: adopting progressive 3D-4D training for better generalization, and 4) 4D optimization: handling 3D inconsistency and large motion via 2-stage refinement and progressive frame sampling. Extensive experiments demonstrate significant performance gain by SV4D 2.0 both visually and quantitatively, achieving better detail (-14\% LPIPS) and 4D consistency (-44\% FV4D) in novel-view video synthesis and 4D optimization (-12\% LPIPS and -24\% FV4D) compared to SV4D.
Pushing Auto-regressive Models for 3D Shape Generation at Capacity and Scalability
Auto-regressive models have achieved impressive results in 2D image generation by modeling joint distributions in grid space. In this paper, we extend auto-regressive models to 3D domains, and seek a stronger ability of 3D shape generation by improving auto-regressive models at capacity and scalability simultaneously. Firstly, we leverage an ensemble of publicly available 3D datasets to facilitate the training of large-scale models. It consists of a comprehensive collection of approximately 900,000 objects, with multiple properties of meshes, points, voxels, rendered images, and text captions. This diverse labeled dataset, termed Objaverse-Mix, empowers our model to learn from a wide range of object variations. However, directly applying 3D auto-regression encounters critical challenges of high computational demands on volumetric grids and ambiguous auto-regressive order along grid dimensions, resulting in inferior quality of 3D shapes. To this end, we then present a novel framework Argus3D in terms of capacity. Concretely, our approach introduces discrete representation learning based on a latent vector instead of volumetric grids, which not only reduces computational costs but also preserves essential geometric details by learning the joint distributions in a more tractable order. The capacity of conditional generation can thus be realized by simply concatenating various conditioning inputs to the latent vector, such as point clouds, categories, images, and texts. In addition, thanks to the simplicity of our model architecture, we naturally scale up our approach to a larger model with an impressive 3.6 billion parameters, further enhancing the quality of versatile 3D generation. Extensive experiments on four generation tasks demonstrate that Argus3D can synthesize diverse and faithful shapes across multiple categories, achieving remarkable performance.
4D-Animal: Freely Reconstructing Animatable 3D Animals from Videos
Existing methods for reconstructing animatable 3D animals from videos typically rely on sparse semantic keypoints to fit parametric models. However, obtaining such keypoints is labor-intensive, and keypoint detectors trained on limited animal data are often unreliable. To address this, we propose 4D-Animal, a novel framework that reconstructs animatable 3D animals from videos without requiring sparse keypoint annotations. Our approach introduces a dense feature network that maps 2D representations to SMAL parameters, enhancing both the efficiency and stability of the fitting process. Furthermore, we develop a hierarchical alignment strategy that integrates silhouette, part-level, pixel-level, and temporal cues from pre-trained 2D visual models to produce accurate and temporally coherent reconstructions across frames. Extensive experiments demonstrate that 4D-Animal outperforms both model-based and model-free baselines. Moreover, the high-quality 3D assets generated by our method can benefit other 3D tasks, underscoring its potential for large-scale applications. The code is released at https://github.com/zhongshsh/4D-Animal.
Implicit Multiple Tensor Decomposition
Recently, triple decomposition has attracted increasing attention for decomposing third-order tensors into three factor tensors. However, this approach is limited to third-order tensors and enforces uniformity in the lower dimensions across all factor tensors, which restricts its flexibility and applicability. To address these issues, we propose the Multiple decomposition, a novel framework that generalizes triple decomposition to arbitrary order tensors and allows the short dimensions of the factor tensors to differ. We establish its connections with other classical tensor decompositions. Furthermore, implicit neural representation (INR) is employed to continuously represent the factor tensors in Multiple decomposition, enabling the method to generalize to non-grid data. We refer to this INR-based Multiple decomposition as Implicit Multiple Tensor Decomposition (IMTD). Then, the Proximal Alternating Least Squares (PALS) algorithm is utilized to solve the IMTD-based tensor reconstruction models. Since the objective function in IMTD-based models often lacks the Kurdyka-Lojasiewicz (KL) property, we establish a KL-free convergence analysis for the algorithm. Finally, extensive numerical experiments further validate the effectiveness of the proposed method.
On the generation of periodic discrete structures with identical two-point correlation
Strategies for the generation of periodic discrete structures with identical two-point correlation are developed. Starting from a pair of root structures, which are not related by translation, phase inversion or axis reflections, child structures of arbitrary resolution (i.e., pixel or voxel numbers) and number of phases (i.e., material phases/species) can be generated by means of trivial embedding based phase extension, application of kernels and/or phase coalescence, such that the generated structures inherit the two-point-correlation equivalence. Proofs of the inheritance property are provided by means of the Discrete Fourier Transform theory. A Python 3 implementation of the results is offered by the authors through the Github repository https://github.com/DataAnalyticsEngineering/EQ2PC in order to make the provided results reproducible and useful for all interested readers. Examples for the generation of structures are demonstrated, together with applications in the homogenization theory of periodic media.
An Aggregated Multicolumn Dilated Convolution Network for Perspective-Free Counting
We propose the use of dilated filters to construct an aggregation module in a multicolumn convolutional neural network for perspective-free counting. Counting is a common problem in computer vision (e.g. traffic on the street or pedestrians in a crowd). Modern approaches to the counting problem involve the production of a density map via regression whose integral is equal to the number of objects in the image. However, objects in the image can occur at different scales (e.g. due to perspective effects) which can make it difficult for a learning agent to learn the proper density map. While the use of multiple columns to extract multiscale information from images has been shown before, our approach aggregates the multiscale information gathered by the multicolumn convolutional neural network to improve performance. Our experiments show that our proposed network outperforms the state-of-the-art on many benchmark datasets, and also that using our aggregation module in combination with a higher number of columns is beneficial for multiscale counting.
GeoGen: Geometry-Aware Generative Modeling via Signed Distance Functions
We introduce a new generative approach for synthesizing 3D geometry and images from single-view collections. Most existing approaches predict volumetric density to render multi-view consistent images. By employing volumetric rendering using neural radiance fields, they inherit a key limitation: the generated geometry is noisy and unconstrained, limiting the quality and utility of the output meshes. To address this issue, we propose GeoGen, a new SDF-based 3D generative model trained in an end-to-end manner. Initially, we reinterpret the volumetric density as a Signed Distance Function (SDF). This allows us to introduce useful priors to generate valid meshes. However, those priors prevent the generative model from learning details, limiting the applicability of the method to real-world scenarios. To alleviate that problem, we make the transformation learnable and constrain the rendered depth map to be consistent with the zero-level set of the SDF. Through the lens of adversarial training, we encourage the network to produce higher fidelity details on the output meshes. For evaluation, we introduce a synthetic dataset of human avatars captured from 360-degree camera angles, to overcome the challenges presented by real-world datasets, which often lack 3D consistency and do not cover all camera angles. Our experiments on multiple datasets show that GeoGen produces visually and quantitatively better geometry than the previous generative models based on neural radiance fields.
Multimodality Helps Few-shot 3D Point Cloud Semantic Segmentation
Few-shot 3D point cloud segmentation (FS-PCS) aims at generalizing models to segment novel categories with minimal annotated support samples. While existing FS-PCS methods have shown promise, they primarily focus on unimodal point cloud inputs, overlooking the potential benefits of leveraging multimodal information. In this paper, we address this gap by introducing a multimodal FS-PCS setup, utilizing textual labels and the potentially available 2D image modality. Under this easy-to-achieve setup, we present the MultiModal Few-Shot SegNet (MM-FSS), a model effectively harnessing complementary information from multiple modalities. MM-FSS employs a shared backbone with two heads to extract intermodal and unimodal visual features, and a pretrained text encoder to generate text embeddings. To fully exploit the multimodal information, we propose a Multimodal Correlation Fusion (MCF) module to generate multimodal correlations, and a Multimodal Semantic Fusion (MSF) module to refine the correlations using text-aware semantic guidance. Additionally, we propose a simple yet effective Test-time Adaptive Cross-modal Calibration (TACC) technique to mitigate training bias, further improving generalization. Experimental results on S3DIS and ScanNet datasets demonstrate significant performance improvements achieved by our method. The efficacy of our approach indicates the benefits of leveraging commonly-ignored free modalities for FS-PCS, providing valuable insights for future research. The code is available at https://github.com/ZhaochongAn/Multimodality-3D-Few-Shot
MVTokenFlow: High-quality 4D Content Generation using Multiview Token Flow
In this paper, we present MVTokenFlow for high-quality 4D content creation from monocular videos. Recent advancements in generative models such as video diffusion models and multiview diffusion models enable us to create videos or 3D models. However, extending these generative models for dynamic 4D content creation is still a challenging task that requires the generated content to be consistent spatially and temporally. To address this challenge, MVTokenFlow utilizes the multiview diffusion model to generate multiview images on different timesteps, which attains spatial consistency across different viewpoints and allows us to reconstruct a reasonable coarse 4D field. Then, MVTokenFlow further regenerates all the multiview images using the rendered 2D flows as guidance. The 2D flows effectively associate pixels from different timesteps and improve the temporal consistency by reusing tokens in the regeneration process. Finally, the regenerated images are spatiotemporally consistent and utilized to refine the coarse 4D field to get a high-quality 4D field. Experiments demonstrate the effectiveness of our design and show significantly improved quality than baseline methods.
MUVOD: A Novel Multi-view Video Object Segmentation Dataset and A Benchmark for 3D Segmentation
The application of methods based on Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3D GS) have steadily gained popularity in the field of 3D object segmentation in static scenes. These approaches demonstrate efficacy in a range of 3D scene understanding and editing tasks. Nevertheless, the 4D object segmentation of dynamic scenes remains an underexplored field due to the absence of a sufficiently extensive and accurately labelled multi-view video dataset. In this paper, we present MUVOD, a new multi-view video dataset for training and evaluating object segmentation in reconstructed real-world scenarios. The 17 selected scenes, describing various indoor or outdoor activities, are collected from different sources of datasets originating from various types of camera rigs. Each scene contains a minimum of 9 views and a maximum of 46 views. We provide 7830 RGB images (30 frames per video) with their corresponding segmentation mask in 4D motion, meaning that any object of interest in the scene could be tracked across temporal frames of a given view or across different views belonging to the same camera rig. This dataset, which contains 459 instances of 73 categories, is intended as a basic benchmark for the evaluation of multi-view video segmentation methods. We also present an evaluation metric and a baseline segmentation approach to encourage and evaluate progress in this evolving field. Additionally, we propose a new benchmark for 3D object segmentation task with a subset of annotated multi-view images selected from our MUVOD dataset. This subset contains 50 objects of different conditions in different scenarios, providing a more comprehensive analysis of state-of-the-art 3D object segmentation methods. Our proposed MUVOD dataset is available at https://volumetric-repository.labs.b-com.com/#/muvod.
Multi-Scale Diffusion: Enhancing Spatial Layout in High-Resolution Panoramic Image Generation
Diffusion models have recently gained recognition for generating diverse and high-quality content, especially in the domain of image synthesis. These models excel not only in creating fixed-size images but also in producing panoramic images. However, existing methods often struggle with spatial layout consistency when producing high-resolution panoramas, due to the lack of guidance of the global image layout. In this paper, we introduce the Multi-Scale Diffusion (MSD) framework, a plug-and-play module that extends the existing panoramic image generation framework to multiple resolution levels. By utilizing gradient descent techniques, our method effectively incorporates structural information from low-resolution images into high-resolution outputs. A comprehensive evaluation of the proposed method was conducted, comparing it with the prior works in qualitative and quantitative dimensions. The evaluation results demonstrate that our method significantly outperforms others in generating coherent high-resolution panoramas.
PointMBF: A Multi-scale Bidirectional Fusion Network for Unsupervised RGB-D Point Cloud Registration
Point cloud registration is a task to estimate the rigid transformation between two unaligned scans, which plays an important role in many computer vision applications. Previous learning-based works commonly focus on supervised registration, which have limitations in practice. Recently, with the advance of inexpensive RGB-D sensors, several learning-based works utilize RGB-D data to achieve unsupervised registration. However, most of existing unsupervised methods follow a cascaded design or fuse RGB-D data in a unidirectional manner, which do not fully exploit the complementary information in the RGB-D data. To leverage the complementary information more effectively, we propose a network implementing multi-scale bidirectional fusion between RGB images and point clouds generated from depth images. By bidirectionally fusing visual and geometric features in multi-scales, more distinctive deep features for correspondence estimation can be obtained, making our registration more accurate. Extensive experiments on ScanNet and 3DMatch demonstrate that our method achieves new state-of-the-art performance. Code will be released at https://github.com/phdymz/PointMBF
